Design and Applications of a Real-Time Shading System Master’S Thesis
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GPU Architecture • Display Controller • Designing for Safety • Vision Processing
i.MX 8 GRAPHICS ARCHITECTURE FTF-DES-N1940 RAFAL MALEWSKI HEAD OF GRAPHICS TECH ENGINEERING CENTER MAY 18, 2016 PUBLIC USE AGENDA • i.MX 8 Series Scalability • GPU Architecture • Display Controller • Designing for Safety • Vision Processing 1 PUBLIC USE #NXPFTF 1 PUBLIC USE #NXPFTF i.MX is… 2 PUBLIC USE #NXPFTF SoC Scalability = Investment Re-Use Replace the Chip a Increase capability. (Pin, Software, IP compatibility among parts) 3 PUBLIC USE #NXPFTF i.MX 8 Series GPU Cores • Dual Core GPU Up to 4 displays Accelerated ARM Cores • 16 Vec4 Shaders Vision Cortex-A53 | Cortex-A72 8 • Up to 128 GFLOPS • 64 execution units 8QuadMax 8 • Tessellation/Geometry total pixels Shaders Pin Compatibility Pin • Dual Core GPU Up to 4 displays Accelerated • 8 Vec4 Shaders Vision 4 • Up to 64 GFLOPS • 32 execution units 4 total pixels 8QuadPlus • Tessellation/Geometry Compatibility Software Shaders • Dual Core GPU Up to 4 displays Accelerated • 8 Vec4 Shaders Vision 4 • Up to 64 GFLOPS 4 • 32 execution units 8Quad • Tessellation/Geometry total pixels Shaders • Single Core GPU Up to 2 displays Accelerated • 8 Vec4 Shaders 2x 1080p total Vision • Up to 64 GFLOPS pixels Compatibility Pin 8 • 32 execution units 8Dual8Solo • Tessellation/Geometry Shaders • Single Core GPU Up to 2 displays Accelerated • 4 Vec4 Shaders 2x 1080p total Vision • Up to 32 GFLOPS pixels 4 • 16 execution units 8DualLite8Solo • Tessellation/Geometry Shaders 4 PUBLIC USE #NXPFTF i.MX 8 Series – The Doubles GPU Cores • Dual Core GPU Up to 4 displays Accelerated • 16 Vec4 Shaders Vision -
Directx and GPU (Nvidia-Centric) History Why
10/12/09 DirectX and GPU (Nvidia-centric) History DirectX 6 DirectX 7! ! DirectX 8! DirectX 9! DirectX 9.0c! Multitexturing! T&L ! SM 1.x! SM 2.0! SM 3.0! DirectX 5! Riva TNT GeForce 256 ! ! GeForce3! GeForceFX! GeForce 6! Riva 128! (NV4) (NV10) (NV20) Cg! (NV30) (NV40) XNA and Programmable Shaders DirectX 2! 1996! 1998! 1999! 2000! 2001! 2002! 2003! 2004! DirectX 10! Prof. Hsien-Hsin Sean Lee SM 4.0! GTX200 NVidia’s Unified Shader Model! Dualx1.4 billion GeForce 8 School of Electrical and Computer 3dfx’s response 3dfx demise ! Transistors first to Voodoo2 (G80) ~1.2GHz Engineering Voodoo chip GeForce 9! Georgia Institute of Technology 2006! 2008! GT 200 2009! ! GT 300! Adapted from David Kirk’s slide Why Programmable Shaders Evolution of Graphics Processing Units • Hardwired pipeline • Pre-GPU – Video controller – Produces limited effects – Dumb frame buffer – Effects look the same • First generation GPU – PCI bus – Gamers want unique look-n-feel – Rasterization done on GPU – Multi-texturing somewhat alleviates this, but not enough – ATI Rage, Nvidia TNT2, 3dfx Voodoo3 (‘96) • Second generation GPU – Less interoperable, less portable – AGP – Include T&L into GPU (D3D 7.0) • Programmable Shaders – Nvidia GeForce 256 (NV10), ATI Radeon 7500, S3 Savage3D (’98) – Vertex Shader • Third generation GPU – Programmable vertex and fragment shaders (D3D 8.0, SM1.0) – Pixel or Fragment Shader – Nvidia GeForce3, ATI Radeon 8500, Microsoft Xbox (’01) – Starting from DX 8.0 (assembly) • Fourth generation GPU – Programmable vertex and fragment shaders -
MSI Afterburner V4.6.4
MSI Afterburner v4.6.4 MSI Afterburner is ultimate graphics card utility, co-developed by MSI and RivaTuner teams. Please visit https://msi.com/page/afterburner to get more information about the product and download new versions SYSTEM REQUIREMENTS: ...................................................................................................................................... 3 FEATURES: ............................................................................................................................................................. 3 KNOWN LIMITATIONS:........................................................................................................................................... 4 REVISION HISTORY: ................................................................................................................................................ 5 VERSION 4.6.4 .............................................................................................................................................................. 5 VERSION 4.6.3 (PUBLISHED ON 03.03.2021) .................................................................................................................... 5 VERSION 4.6.2 (PUBLISHED ON 29.10.2019) .................................................................................................................... 6 VERSION 4.6.1 (PUBLISHED ON 21.04.2019) .................................................................................................................... 7 VERSION 4.6.0 (PUBLISHED ON -
An Advanced Path Tracing Architecture for Movie Rendering
RenderMan: An Advanced Path Tracing Architecture for Movie Rendering PER CHRISTENSEN, JULIAN FONG, JONATHAN SHADE, WAYNE WOOTEN, BRENDEN SCHUBERT, ANDREW KENSLER, STEPHEN FRIEDMAN, CHARLIE KILPATRICK, CLIFF RAMSHAW, MARC BAN- NISTER, BRENTON RAYNER, JONATHAN BROUILLAT, and MAX LIANI, Pixar Animation Studios Fig. 1. Path-traced images rendered with RenderMan: Dory and Hank from Finding Dory (© 2016 Disney•Pixar). McQueen’s crash in Cars 3 (© 2017 Disney•Pixar). Shere Khan from Disney’s The Jungle Book (© 2016 Disney). A destroyer and the Death Star from Lucasfilm’s Rogue One: A Star Wars Story (© & ™ 2016 Lucasfilm Ltd. All rights reserved. Used under authorization.) Pixar’s RenderMan renderer is used to render all of Pixar’s films, and by many 1 INTRODUCTION film studios to render visual effects for live-action movies. RenderMan started Pixar’s movies and short films are all rendered with RenderMan. as a scanline renderer based on the Reyes algorithm, and was extended over The first computer-generated (CG) animated feature film, Toy Story, the years with ray tracing and several global illumination algorithms. was rendered with an early version of RenderMan in 1995. The most This paper describes the modern version of RenderMan, a new architec- ture for an extensible and programmable path tracer with many features recent Pixar movies – Finding Dory, Cars 3, and Coco – were rendered that are essential to handle the fiercely complex scenes in movie production. using RenderMan’s modern path tracing architecture. The two left Users can write their own materials using a bxdf interface, and their own images in Figure 1 show high-quality rendering of two challenging light transport algorithms using an integrator interface – or they can use the CG movie scenes with many bounces of specular reflections and materials and light transport algorithms provided with RenderMan. -
Graphics Shaders Mike Hergaarden January 2011, VU Amsterdam
Graphics shaders Mike Hergaarden January 2011, VU Amsterdam [Source: http://unity3d.com/support/documentation/Manual/Materials.html] Abstract Shaders are the key to finalizing any image rendering, be it computer games, images or movies. Shaders have greatly improved the output of computer generated media; from photo-realistic computer generated humans to more vivid cartoon movies. Furthermore shaders paved the way to general-purpose computation on GPU (GPGPU). This paper introduces shaders by discussing the theory and practice. Introduction A shader is a piece of code that is executed on the Graphics Processing Unit (GPU), usually found on a graphics card, to manipulate an image before it is drawn to the screen. Shaders allow for various kinds of rendering effect, ranging from adding an X-Ray view to adding cartoony outlines to rendering output. The history of shaders starts at LucasFilm in the early 1980’s. LucasFilm hired graphics programmers to computerize the special effects industry [1]. This proved a success for the film/ rendering industry, especially at Pixars Toy Story movie launch in 1995. RenderMan introduced the notion of Shaders; “The Renderman Shading Language allows material definitions of surfaces to be described in not only a simple manner, but also highly complex and custom manner using a C like language. Using this method as opposed to a pre-defined set of materials allows for complex procedural textures, new shading models and programmable lighting. Another thing that sets the renderers based on the RISpec apart from many other renderers, is the ability to output arbitrary variables as an image—surface normals, separate lighting passes and pretty much anything else can be output from the renderer in one pass.” [1] The term shader was first only used to refer to “pixel shaders”, but soon enough new uses of shaders such as vertex and geometry shaders were introduced, making the term shaders more general. -
CPU-GPU Benchmark Description
UC San Diego UC San Diego Electronic Theses and Dissertations Title Heterogeneity and Density Aware Design of Computing Systems Permalink https://escholarship.org/uc/item/9qd6w8cw Author Arora, Manish Publication Date 2018 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, SAN DIEGO Heterogeneity and Density Aware Design of Computing Systems A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Computer Science (Computer Engineering) by Manish Arora Committee in charge: Professor Dean M. Tullsen, Chair Professor Renkun Chen Professor George Porter Professor Tajana Simunic Rosing Professor Steve Swanson 2018 Copyright Manish Arora, 2018 All rights reserved. The dissertation of Manish Arora is approved, and it is ac- ceptable in quality and form for publication on microfilm and electronically: Chair University of California, San Diego 2018 iii DEDICATION To my family and friends. iv EPIGRAPH Do not be embarrassed by your failures, learn from them and start again. —Richard Branson If something’s important enough, you should try. Even if the probable outcome is failure. —Elon Musk v TABLE OF CONTENTS Signature Page . iii Dedication . iv Epigraph . v Table of Contents . vi List of Figures . viii List of Tables . x Acknowledgements . xi Vita . xiii Abstract of the Dissertation . xvi Chapter 1 Introduction . 1 1.1 Design for Heterogeneity . 2 1.1.1 Heterogeneity Aware Design . 3 1.2 Design for Density . 6 1.2.1 Density Aware Design . 7 1.3 Overview of Dissertation . 8 Chapter 2 Background . 10 2.1 GPGPU Computing . 10 2.2 CPU-GPU Systems . -
Model System of Zirconium Oxide An
First-principles based treatment of charged species equilibria at electrochemical interfaces: model system of zirconium oxide and titanium oxide by Jing Yang B.S., Physics, Peking University, China Submitted to the Department of Materials Science and Engineering in partial fulfillment of the requirements for the degree of Doctor of Philosophy at the MASSACHUSETTS INSTITUTE OF TECHONOLOGY February 2020 © Massachusetts Institute of Technology 2020. All rights reserved. Signature of Author: Jing Yang Department of Materials Science and Engineering January 10th, 2020 Certified by: Bilge Yildiz Professor of Materials Science and Engineering And Professor of Nuclear Science and Engineering Thesis Supervisor Accepted by: Donald R. Sadoway John F. Elliott Professor of Materials Chemistry Chair, Department Committee on Graduate Studies 2 First-principles based treatment of charged species equilibria at electrochemical interfaces: model system of zirconium oxide and titanium oxide by Jing Yang Submitted to the Department of Materials Science and Engineering on Jan. 10th, 2020 in partial fulfillment of the requirements for the degree of Doctor of Philosophy Abstract Ionic defects are known to influence the magnetic, electronic and transport properties of oxide materials. Understanding defect chemistry provides guidelines for defect engineering in various applications including energy storage and conversion, corrosion, and neuromorphic computing devices. While DFT calculations have been proven as a powerful tool for modeling point defects in bulk oxide materials, challenges remain for linking atomistic results with experimentally-measurable materials properties, where impurities and complicated microstructures exist and the materials deviate from ideal bulk behavior. This thesis aims to bridge this gap on two aspects. First, we study the coupled electro-chemo-mechanical effects of ionic impurities in bulk oxide materials. -
ATI Radeon Driver for Plan 9 Implementing R600 Support
Introduction Radeon Specifics Plan 9 Specifics Conclusion ATI Radeon Driver for Plan 9 Implementing R600 Support Sean Stangl ([email protected]) 15-412, Carnegie Mellon University October 23, 2009 1 Introduction Radeon Specifics Plan 9 Specifics Conclusion Introduction Chipset Schema Project Goal Radeon Specifics Available Documentation ATOMBIOS Command Processor Plan 9 Specifics Structure of Plan 9 Graphics Drivers Conclusion Figures and Estimates Questions 2 Introduction Radeon Specifics Plan 9 Specifics Conclusion Chipset Schema Radeon Numbering System I ATI has released many cards under the Radeon label. I Modern cards are prefixed with "HD". Rough Mapping from Chipset to Marketing Name R200 : Radeon {8500, 9000, 9200, 9250} R300 : Radeon {9500, 9600, 9700, 9800} R420 : Radeon {X700, X740, X800, X850} R520 : Radeon {X1300, X1600, X1800, X1900} R600 : Radeon HD {2400, 3600, 3800, 3870 X2} R700 : Radeon HD {4300, 4600, 4800, 4800 X2} 3 I R520 introduces yet another new shader model. I ATI develops ATOMBIOS, a collection of data tables and scripts stored in the ROM on each card. I R600 supports the Unified Shader Model. I The 2D engine gets unified into the 3D engine. I The register specification is completely different. I R700 is an optimized R600. Introduction Radeon Specifics Plan 9 Specifics Conclusion Chipset Schema Notable Chipset Deltas Each family roughly coincides with a DirectX version bump. I R200, R300, and R420 use a similar architecture. I Each family changes the pixel shader. 4 I R600 supports the Unified Shader Model. I The 2D engine gets unified into the 3D engine. I The register specification is completely different. -
04-Prog-On-Gpu-Schaber.Pdf
Seminar - Paralleles Rechnen auf Grafikkarten Seminarvortrag: Übersicht über die Programmierung von Grafikkarten Marcus Schaber 05.05.2009 Betreuer: J. Kunkel, O. Mordvinova 05.05.2009 Marcus Schaber 1/33 Gliederung ● Allgemeine Programmierung Parallelität, Einschränkungen, Vorteile ● Grafikpipeline Programmierbare Einheiten, Hardwarefunktionalität ● Programmiersprachen Übersicht und Vergleich, Datenstrukturen, Programmieransätze ● Shader Shader Standards ● Beispiele Aus Bereich Grafik 05.05.2009 Marcus Schaber 2/33 Programmierung Einschränkungen ● Anpassung an Hardware Kernels und Streams müssen erstellt werden. Daten als „Vertizes“, Erstellung geeigneter Fragmente notwendig. ● Rahmenprogramm Programme können nicht direkt von der GPU ausgeführt werden. Stream und Kernel werden von der CPU erstellt und auf die Grafikkarte gebracht 05.05.2009 Marcus Schaber 3/33 Programmierung Parallelität ● „Sequentielle“ Sprachen Keine spezielle Syntax für parallele Programmierung. Einzelne shader sind sequentielle Programme. ● Parallelität wird durch gleichzeitiges ausführen eines Shaders auf unterschiedlichen Daten erreicht ● Hardwareunterstützung Verwaltung der Threads wird von Hardware unterstützt 05.05.2009 Marcus Schaber 4/33 Programmierung Typische Aufgaben ● Geeignet: Datenparallele Probleme Gleiche/ähnliche Operationen auf vielen Daten ausführen, wenig Kommunikation zwischen Elementen notwendig ● Arithmetische Dichte: Anzahl Rechenoperationen / Lese- und Schreibzugiffe ● Klassisch: Grafik Viele unabhängige Daten: Vertizes, Fragmente/Pixel Operationen: -
1 Títol: Aceleración Con CUDA De Procesos 3D Volum
84 mm Títol: Aceleración con CUDA de Procesos 3D Volum: 1/1 Alumne: Jose Antonio Raya Vaquera Director/Ponent: Enric Xavier Martin Rull 55 mm Departament: ESAII Data: 26/01/2009 1 2 DADES DEL PROJECTE Títol del Projecte: Aceleración con CUDA de procesos 3D Nom de l'estudiant: Jose Antonio Raya Vaquera Titulació: Enginyeria en Informàtica Crèdits: 37.5 Director/Ponent: Enric Xavier Martín Rull Departament: ESAII MEMBRES DEL TRIBUNAL (nom i signatura) President: Vocal: Secretari: QUALIFICACIÓ Qualificació numèrica: Qualificació descriptiva: Data: 3 4 ÍNDICE Índice de figuras ............................................................................................................... 9 Índice de tablas ............................................................................................................... 12 1. Introducción ............................................................................................................ 13 1.1 Motivación ....................................................................................................... 13 1.2 Objetivos .......................................................................................................... 14 2. Antecedentes ........................................................................................................... 17 3. Historia .................................................................................................................... 21 3.1 Evolución de las tarjetas gráficas .................................................................... -
HP Z800 Workstation Overview
QuickSpecs HP Z800 Workstation Overview HP recommends Windows Vista® Business 1. 3 External 5.25" Bays 2. Power Button 3. Front I/O: 3 USB 2.0, 1 IEEE 1394a, 1 Headphone out, 1 Microphone in DA - 13278 North America — Version 2 — April 13, 2009 Page 1 QuickSpecs HP Z800 Workstation Overview 4. Choice of 850W, 85% or 1110W, 89% Power Supplies 9. Rear I/O: 1 IEEE 1394a, 6 USB 2.0, 1 serial, PS/2 keyboard/mouse 5. 12 DIMM Slots for DDR3 ECC Memory 2 RJ-45 to Integrated Gigabit LAN 1 Audio Line In, 1 Audio Line Out, 1 Microphone In 6. 3 External 5.25” Bays 10. 2 PCIe x16 Gen2 Slots 7. 4 Internal 3.5” Bays 11.. 2 PCIe x8 Gen2, 1 PCIe x4 Gen2, 1 PCIe x4 Gen1, 1 PCI Slot 8. 2 Quad Core Intel 5500 Series Processors 12 3 Internal USB 2.0 ports Form Factor Rackable Minitower Compatible Operating Genuine Windows Vista® Business 32-bit* Systems Genuine Windows Vista® Business 64-bit* Genuine Windows Vista® Business 32-bit with downgrade to Windows® XP Professional 32-bit custom installed** Genuine Windows Vista® Business 64-bit with downgrade to Windows® XP Professional x64 custom installed** HP Linux Installer Kit for Linux (includes drivers for both 32-bit & 64-bit OS versions of Red Hat Enterprise Linux WS4 and WS5 - see: http://www.hp.com/workstations/software/linux) For detailed OS/hardware support information for Linux, see: http://www.hp.com/support/linux_hardware_matrix *Certain Windows Vista product features require advanced or additional hardware. -
A Shading Reuse Method for Efficient Micropolygon Ray Tracing • 151:3
A Shading Reuse Method for Efficient Micropolygon Ray Tracing Qiming Hou Kun Zhou State Key Lab of CAD&CG, Zhejiang University∗ Abstract We present a shading reuse method for micropolygon ray trac- ing. Unlike previous shading reuse methods that require an ex- plicit object-to-image space mapping for shading density estima- tion or shading accuracy, our method performs shading density con- trol and actual shading reuse in different spaces with uncorrelated criterions. Specifically, we generate the shading points by shoot- ing a user-controlled number of shading rays from the image space, while the evaluated shading values are assigned to antialiasing sam- ples through object-space nearest neighbor searches. Shading sam- ples are generated in separate layers corresponding to first bounce ray paths to reduce spurious reuse from very different ray paths. This method eliminates the necessity of an explicit object-to-image space mapping, enabling the elegant handling of ray tracing effects Figure 1: An animated scene rendered with motion blur and re- such as reflection and refraction. The overhead of our shading reuse flection. This scene contains 1.56M primitives and is rendered with operations is minimized by a highly parallel implementation on the 2 reflective bounces at 1920 × 1080 resolution and 11 × 11 su- GPU. Compared to the state-of-the-art micropolygon ray tracing al- persampling. The total render time is 289 seconds. On average gorithm, our method is able to reduce the required shading evalua- only 3.48 shading evaluations are performed for each pixel and are tions by an order of magnitude and achieve significant performance reused for other samples.