An Exploratory Study of High Performance Graphics Application
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Introduction to the Vulkan Computer Graphics API
1 Introduction to the Vulkan Computer Graphics API Mike Bailey mjb – July 24, 2020 2 Computer Graphics Introduction to the Vulkan Computer Graphics API Mike Bailey [email protected] SIGGRAPH 2020 Abridged Version This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License http://cs.oregonstate.edu/~mjb/vulkan ABRIDGED.pptx mjb – July 24, 2020 3 Course Goals • Give a sense of how Vulkan is different from OpenGL • Show how to do basic drawing in Vulkan • Leave you with working, documented, understandable sample code http://cs.oregonstate.edu/~mjb/vulkan mjb – July 24, 2020 4 Mike Bailey • Professor of Computer Science, Oregon State University • Has been in computer graphics for over 30 years • Has had over 8,000 students in his university classes • [email protected] Welcome! I’m happy to be here. I hope you are too ! http://cs.oregonstate.edu/~mjb/vulkan mjb – July 24, 2020 5 Sections 13.Swap Chain 1. Introduction 14.Push Constants 2. Sample Code 15.Physical Devices 3. Drawing 16.Logical Devices 4. Shaders and SPIR-V 17.Dynamic State Variables 5. Data Buffers 18.Getting Information Back 6. GLFW 19.Compute Shaders 7. GLM 20.Specialization Constants 8. Instancing 21.Synchronization 9. Graphics Pipeline Data Structure 22.Pipeline Barriers 10.Descriptor Sets 23.Multisampling 11.Textures 24.Multipass 12.Queues and Command Buffers 25.Ray Tracing Section titles that have been greyed-out have not been included in the ABRIDGED noteset, i.e., the one that has been made to fit in SIGGRAPH’s reduced time slot. -
GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
High End Visualization with Scalable Display System
HIGH END VISUALIZATION WITH SCALABLE DISPLAY SYSTEM Dinesh M. Sarode*, Bose S.K.*, Dhekne P.S.*, Venkata P.P.K.*, Computer Division, Bhabha Atomic Research Centre, Mumbai, India Abstract display, then the large number of pixels shows the picture Today we can have huge datasets resulting from in greater details and interaction with it enables the computer simulations (CFD, physics, chemistry etc) and greater insight in understanding the data. However, the sensor measurements (medical, seismic and satellite). memory constraints, lack of the rendering power and the There is exponential growth in computational display resolution offered by even the most powerful requirements in scientific research. Modern parallel graphics workstation makes the visualization of this computers and Grid are providing the required magnitude difficult or impossible. computational power for the simulation runs. The rich While the cost-performance ratio for the component visualization is essential in interpreting the large, dynamic based on semiconductor technologies doubling in every data generated from these simulation runs. The 18 months or beyond that for graphics accelerator cards, visualization process maps these datasets onto graphical the display resolution is lagging far behind. The representations and then generates the pixel resolutions of the displays have been increasing at an representation. The large number of pixels shows the annual rate of 5% for the last two decades. The ability to picture in greater details and interaction with it enables scale the components: graphics accelerator and display by the greater insight on the part of user in understanding the combining them is the most cost-effective way to meet data more quickly, picking out small anomalies that could the ever-increasing demands for high resolution. -
Computer Graphics on Mobile Devices
Computer Graphics on Mobile Devices Bruno Tunjic∗ Vienna University of Technology Figure 1: Different mobile devices available on the market today. Image courtesy of ASU [ASU 2011]. Abstract 1 Introduction Computer graphics hardware acceleration and rendering techniques Under the term mobile device we understand any device designed have improved significantly in recent years. These improvements for use in mobile context [Marcial 2010]. In other words this term are particularly noticeable in mobile devices that are produced in is used for devices that are battery-powered and therefore physi- great amounts and developed by different manufacturers. New tech- cally movable. This group of devices includes mobile (cellular) nologies are constantly developed and this extends the capabilities phones, personal media players (PMP), personal navigation devices of such devices correspondingly. (PND), personal digital assistants (PDA), smartphones, tablet per- sonal computers, notebooks, digital cameras, hand-held game con- soles and mobile internet devices (MID). Figure 1 shows different In this paper, a review about the existing and new hardware and mobile devices available on the market today. Traditional mobile software, as well as a closer look into some of the most important phones are aimed at making and receiving telephone calls over a revolutionary technologies, is given. Special emphasis is given on radio link. PDAs are personal organizers that later evolved into de- new Application Programming Interfaces (API) and rendering tech- vices with advanced units communication, entertainment and wire- niques that were developed in recent years. A review of limitations less capabilities [Wiggins 2004]. Smartphones can be seen as a that developers have to overcome when bringing graphics to mobile next generation of PDAs since they incorporate all its features but devices is also provided. -
Overview: Graphics Processing Units
Overview: Graphics Processing Units l advent of GPUs l GPU architecture n the NVIDIA Fermi processor l the CUDA programming model n simple example, threads organization, memory model n case study: matrix multiply using shared memory n memories, thread synchronization, scheduling n case study: reductions n performance considerations: bandwidth, scheduling, resource conflicts, instruction mix u host-device data transfer: multiple GPUs, NVLink, Unified Memory, APUs l the OpenCL programming model l directive-based programming models refs: Lin & Snyder Ch 10, CUDA Toolkit Documentation, An Even Easier Introduction to CUDA (tutorial); NCI NF GPU page, Programming Massively Parallel Processors, Kirk & Hwu, Morgan-Kaufman, 2010; Cuda By Example, by Sanders and Kandrot; OpenCL web page, OpenCL in Action, by Matthew Scarpino COMP4300/8300 L18,19: Graphics Processing Units 2021 JJJ • III × 1 Advent of General-purpose Graphics Processing Units l many applications have massive amounts of mostly independent calculations n e.g. ray tracing, image rendering, matrix computations, molecular simulations, HDTV n can be largely expressed in terms of SIMD operations u implementable with minimal control logic & caches, simple instruction sets l design point: maximize number of ALUs & FPUs and memory bandwidth to take advantage of Moore’s’ Law (shown here) n put this on a co-processor (GPU); have a normal CPU to co-ordinate, run the operating system, launch applications, etc l architecture/infrastructure development requires a massive economic base for its development (the gaming industry!) n pre 2006: only specialized graphics operations (integer & float data) n 2006: ‘General Purpose’ (GPGPU): general computations but only through a graphics library (e.g. -
Opencl on the GPU San Jose, CA | September 30, 2009
OpenCL on the GPU San Jose, CA | September 30, 2009 Neil Trevett and Cyril Zeller, NVIDIA Welcome to the OpenCL Tutorial! • Khronos and industry perspective on OpenCL – Neil Trevett Khronos Group President OpenCL Working Group Chair NVIDIA Vice President Mobile Content • NVIDIA and OpenCL – Cyril Zeller NVIDIA Manager of Compute Developer Technology Khronos and the OpenCL Standard Neil Trevett OpenCL Working Group Chair, Khronos President NVIDIA Vice President Mobile Content Copyright Khronos 2009 Who is the Khronos Group? • Consortium creating open API standards ‘by the industry, for the industry’ – Non-profit founded nine years ago – over 100 members - any company welcome • Enabling software to leverage silicon acceleration – Low-level graphics, media and compute acceleration APIs • Strong commercial focus – Enabling members and the wider industry to grow markets • Commitment to royalty-free standards – Industry makes money through enabled products – not from standards themselves Silicon Community Software Community Copyright Khronos 2009 Apple Over 100 companies creating authoring and acceleration standards Board of Promoters Processor Parallelism CPUs GPUs Multiple cores driving Emerging Increasingly general purpose performance increases Intersection data-parallel computing Improving numerical precision Multi-processor Graphics APIs programming – Heterogeneous and Shading e.g. OpenMP Computing Languages Copyright Khronos 2009 OpenCL Commercial Objectives • Grow the market for parallel computing • Create a foundation layer for a parallel -
Candidate Features for Future Opengl 5 / Direct3d 12 Hardware and Beyond 3 May 2014, Christophe Riccio
Candidate features for future OpenGL 5 / Direct3D 12 hardware and beyond 3 May 2014, Christophe Riccio G-Truc Creation Table of contents TABLE OF CONTENTS 2 INTRODUCTION 4 1. DRAW SUBMISSION 6 1.1. GL_ARB_MULTI_DRAW_INDIRECT 6 1.2. GL_ARB_SHADER_DRAW_PARAMETERS 7 1.3. GL_ARB_INDIRECT_PARAMETERS 8 1.4. A SHADER CODE PATH PER DRAW IN A MULTI DRAW 8 1.5. SHADER INDEXED LOSE STATES 9 1.6. GL_NV_BINDLESS_MULTI_DRAW_INDIRECT 10 1.7. GL_AMD_INTERLEAVED_ELEMENTS 10 2. RESOURCES 11 2.1. GL_ARB_BINDLESS_TEXTURE 11 2.2. GL_NV_SHADER_BUFFER_LOAD AND GL_NV_SHADER_BUFFER_STORE 11 2.3. GL_ARB_SPARSE_TEXTURE 12 2.4. GL_AMD_SPARSE_TEXTURE 12 2.5. GL_AMD_SPARSE_TEXTURE_POOL 13 2.6. SEAMLESS TEXTURE STITCHING 13 2.7. 3D MEMORY LAYOUT FOR SPARSE 3D TEXTURES 13 2.8. SPARSE BUFFER 14 2.9. GL_KHR_TEXTURE_COMPRESSION_ASTC 14 2.10. GL_INTEL_MAP_TEXTURE 14 2.11. GL_ARB_SEAMLESS_CUBEMAP_PER_TEXTURE 15 2.12. DMA ENGINES 15 2.13. UNIFIED MEMORY 16 3. SHADER OPERATIONS 17 3.1. GL_ARB_SHADER_GROUP_VOTE 17 3.2. GL_NV_SHADER_THREAD_GROUP 17 3.3. GL_NV_SHADER_THREAD_SHUFFLE 17 3.4. GL_NV_SHADER_ATOMIC_FLOAT 18 3.5. GL_AMD_SHADER_ATOMIC_COUNTER_OPS 18 3.6. GL_ARB_COMPUTE_VARIABLE_GROUP_SIZE 18 3.7. MULTI COMPUTE DISPATCH 19 3.8. GL_NV_GPU_SHADER5 19 3.9. GL_AMD_GPU_SHADER_INT64 20 3.10. GL_AMD_GCN_SHADER 20 3.11. GL_NV_VERTEX_ATTRIB_INTEGER_64BIT 21 3.12. GL_AMD_ SHADER_TRINARY_MINMAX 21 4. FRAMEBUFFER 22 4.1. GL_AMD_SAMPLE_POSITIONS 22 4.2. GL_EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED 22 4.3. GL_NV_MULTISAMPLE_COVERAGE AND GL_NV_FRAMEBUFFER_MULTISAMPLE_COVERAGE 22 4.4. GL_AMD_DEPTH_CLAMP_SEPARATE 22 5. BLENDING 23 5.1. GL_NV_TEXTURE_BARRIER 23 5.2. GL_EXT_SHADER_FRAMEBUFFER_FETCH (OPENGL ES) 23 5.3. GL_ARM_SHADER_FRAMEBUFFER_FETCH (OPENGL ES) 23 5.4. GL_ARM_SHADER_FRAMEBUFFER_FETCH_DEPTH_STENCIL (OPENGL ES) 23 5.5. GL_EXT_PIXEL_LOCAL_STORAGE (OPENGL ES) 24 5.6. TILE SHADING 25 5.7. GL_INTEL_FRAGMENT_SHADER_ORDERING 26 5.8. GL_KHR_BLEND_EQUATION_ADVANCED 26 5.9. -
3D Character Artist
We are looking for: 3D CHARACTER ARTIST JOB DESCRIPTION Developing high detail, photorealistic 3D models (humanoid characters and other creatures) Creating clean, low-resolution game topology and UV’s Developing game-ready assets to match concept, photo reference, art direction, etc. Creating textures and next-gen materials for use in-game engine Exporting models and textures into in-house engine (Serious Engine 4.x) and making sure they work correctly Cleaning up scanned data REQUIREMENTS Experience with creating character / organic models (modeling and texturing) Proficiency in Zbrush or Mudbox Understanding of human and animal anatomy and clothing and a keen eye towards form, shape, structure and silhouette in regards to modeling Eye for light, shade, color, and detail in creating texture maps Good English communication skills (both written and spoken) Good judgment on when to make it perfect and when to compromise Passion about art and video games, and eagerness to grow BONUS POINTS Proficiency in one or more texturing software (Quixel, Substance Painter/Designer) Skills in one or more 3D modeling software (Blender, Modo, 3D Studio Max, Maya) Skills in hard-surface poly modeling techniques Baking pipeline and rendering experience Character concept art skills Previous experience in a 3D Artist role in the video game industry or TV/ film Skinning, rigging and animating skills Traditional sculpting, drawing or painting skills Understanding of the visual style of Croteam games and a passion to push it to the next -
Fraps Windows 10
Fraps windows 10 Continue I noticed a person in the myst-Uru community point out that FRAPS doesn't work on their Windows 10 machine. I'm on the verge of upgrading my main machine to 10. So what's going on? First, visit the FRAPS website. FRAPS is advertised for Windows until version 7. The newest version of 3.5.99 was released in February 2013... two or more years ago. (By number 11/24/2018 there are still no updates.) Are they going to update it for Windows 10? I can't find any information to reliably answer that question. I've seen some people commenting that the latest pace of updates several times a year stopped in February 2013. Requests that use the contact form in FRAPS have largely gone unanswered. A June 2015 video shows FRAPS working in Win10 on older hardware. Some search shows people have problems with FRAPS on Win10. There is some discussion of this issue in the FRAPS Windows 10 Thread issues on Microsoft forums. Update 11/2018: No new FRAPS updates, 5 years. Now I find FRAPS dead. Exploring ways to get FRAPS working on Win10... I don't find good fixes or solutions. Tom's Hardware Review and other technology sites have no answers. In this topic, one person says they received an email back from FRAPS people saying an update to Windows 10 is in the process. (I take it as a rumor.) This one doesn't exist. This is from the post in August 2015. The date of the letter was not included. -
NG16 Program
C M Y CM MY CY CMY K PROGRAM 2016 #nordicgame Award-winning projects from Swiss indie studios Surprising Gamedesigns / Innovative Gameplay Late Shift Niche Booth Booth CtrlMovie AG Niche Game C2 lateshift-movie.com niche-game.com C4 Welcome to Nordic Game 2016: Knowledge, Emotion, Business. We are very proud to welcome you to three days of Knowledge, Emotion and Business. It’s the thirteenth edition of the conference, and it’s been Personal hectic, fun, challenging and inspiring to prepare it for you. Booth Photorealistic C5 Avatar SDK We look at this year’s show as sort of a reboot. We have focused heavily Dacuda AG dacuda.com on tweaking some essential parts, while maintaining the elements that we know you love and define as the special Nordic Game experience. As always, we’re more than happy to get feedback and input from you, because this show is as much yours as it is ours, and we want to keep on learning and improving. So, we hope you are ready to listen, talk, learn, share, build, connect, evolve, inspire, laugh, drink, eat, joke, be serious, have fun, be tired but also happy, and that you will enjoy NG16 as much as we enjoyed creating it. Thank you for joining us, and may you and your business prosper! The Nordic Game 2016 Team Booth World Never End Schlicht Booth C7 HeartQuake Studios Mr. Whale’s Game Service C8 heartquakestudios.com schlichtgame.ch NG16 TIME SCHEDULE We are 17 May PRE-CONFERENCE DAY 13:00 – 17:00 Badge pick-up 14:00 Game City Studio Tour pick-up 18 May CONFERENCE DAY 1 Join us to democratize 9:00 Badge pick-up -
414 Advances in Opengl ES for Ios 5 V3 DD F
Advances in OpenGL ES for iOS 5 Session 414 Gokhan Avkarogullari Eric Sunalp iPhone GPU Software These are confidential sessions—please refrain from streaming, blogging, or taking pictures 1 iPad 2 2 3 Per Pixel Lighting/ Normal Maps 4 LightMaps GlossMaps SpecularMaps 5 Dynamic Shadows 6 MSAA 7 Higher Poly Models 8 GLKit New Features 9 GLKit New Features 10 OpenGL ES 2.0 Molecules.app OpenGL ES 1.1 OpenGL ES 2.0 11 GLKit Goals • Making life easier for the developers ■ Find common problems ■ Make solutions available • Encourage unique look ■ Fixed-function pipeline games look similar ■ Shaders to rescue ■ How about porting 12 GLKit GLKTextureLoader GLKTextureLoader • Give a reference—get an OpenGL Texture Object • No need to deal ImageIO, CGImage, libjpg, libpng… 13 GLKit GLKView and GLKViewController GLKTextureLoader GLKView/ViewController • First-class citizen of UIKit hierarchy • Encapsulates FBOs, display links, MSAA management… 14 GLKit GLKMath GLKTextureLoader GLKView/ViewController GLKMath • 3D Graphics math library • Matrix stack, transforms, quaternions… 15 GLKit GLKEffects GLKTextureLoader GLKView/ViewController GLKMath GLKEffects • Fixed-function pipeline features implemented in ES 2.0 context 16 GLKTextureLoader 17 GLKTextureLoader Overview • Makes texture loading simple • Supports common image formats ■ PNG, JPEG, TIFF, etc. • Non-premultiplied data stays non-premultiplied • Cubemap texture support • Convenient loading options ■ Force premultiplication ■ Y-flip ■ Mipmap generation 18 GLKTextureLoader Basic usage • Make an EAGLContext -
Comparison of Technologies for General-Purpose Computing on Graphics Processing Units
Master of Science Thesis in Information Coding Department of Electrical Engineering, Linköping University, 2016 Comparison of Technologies for General-Purpose Computing on Graphics Processing Units Torbjörn Sörman Master of Science Thesis in Information Coding Comparison of Technologies for General-Purpose Computing on Graphics Processing Units Torbjörn Sörman LiTH-ISY-EX–16/4923–SE Supervisor: Robert Forchheimer isy, Linköpings universitet Åsa Detterfelt MindRoad AB Examiner: Ingemar Ragnemalm isy, Linköpings universitet Organisatorisk avdelning Department of Electrical Engineering Linköping University SE-581 83 Linköping, Sweden Copyright © 2016 Torbjörn Sörman Abstract The computational capacity of graphics cards for general-purpose computing have progressed fast over the last decade. A major reason is computational heavy computer games, where standard of performance and high quality graphics con- stantly rise. Another reason is better suitable technologies for programming the graphics cards. Combined, the product is high raw performance devices and means to access that performance. This thesis investigates some of the current technologies for general-purpose computing on graphics processing units. Tech- nologies are primarily compared by means of benchmarking performance and secondarily by factors concerning programming and implementation. The choice of technology can have a large impact on performance. The benchmark applica- tion found the difference in execution time of the fastest technology, CUDA, com- pared to the slowest, OpenCL, to be twice a factor of two. The benchmark applica- tion also found out that the older technologies, OpenGL and DirectX, are compet- itive with CUDA and OpenCL in terms of resulting raw performance. iii Acknowledgments I would like to thank Åsa Detterfelt for the opportunity to make this thesis work at MindRoad AB.