Righteous 3D® II User's Manual
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Contributors
gems_ch001_fm.qxp 2/23/2004 11:13 AM Page xxxiii Contributors Curtis Beeson, NVIDIA Curtis Beeson moved from SGI to NVIDIA’s Demo Team more than five years ago; he focuses on the art path, the object model, and the DirectX ren- derer of the NVIDIA demo engine. He began working in 3D while attending Carnegie Mellon University, where he generated environments for playback on head-mounted displays at resolutions that left users legally blind. Curtis spe- cializes in the art path and object model of the NVIDIA Demo Team’s scene- graph API—while fighting the urge to succumb to the dark offerings of management in marketing. Kevin Bjorke, NVIDIA Kevin Bjorke works in the Developer Technology group developing and promoting next-generation art tools and entertainments, with a particular eye toward the possibilities inherent in programmable shading hardware. Before joining NVIDIA, he worked extensively in the film, television, and game industries, supervising development and imagery for Final Fantasy: The Spirits Within and The Animatrix; performing numerous technical director and layout animation duties on Toy Story and A Bug’s Life; developing games on just about every commercial platform; producing theme park rides; animating too many TV com- mercials; and booking daytime TV talk shows. He attended several colleges, eventually graduat- ing from the California Institute of the Arts film school. Kevin has been a regular speaker at SIGGRAPH, GDC, and similar events for the past decade. Rod Bogart, Industrial Light & Magic Rod Bogart came to Industrial Light & Magic (ILM) in 1995 after spend- ing three years as a software engineer at Pacific Data Images. -
SIMD Extensions
SIMD Extensions PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Sat, 12 May 2012 17:14:46 UTC Contents Articles SIMD 1 MMX (instruction set) 6 3DNow! 8 Streaming SIMD Extensions 12 SSE2 16 SSE3 18 SSSE3 20 SSE4 22 SSE5 26 Advanced Vector Extensions 28 CVT16 instruction set 31 XOP instruction set 31 References Article Sources and Contributors 33 Image Sources, Licenses and Contributors 34 Article Licenses License 35 SIMD 1 SIMD Single instruction Multiple instruction Single data SISD MISD Multiple data SIMD MIMD Single instruction, multiple data (SIMD), is a class of parallel computers in Flynn's taxonomy. It describes computers with multiple processing elements that perform the same operation on multiple data simultaneously. Thus, such machines exploit data level parallelism. History The first use of SIMD instructions was in vector supercomputers of the early 1970s such as the CDC Star-100 and the Texas Instruments ASC, which could operate on a vector of data with a single instruction. Vector processing was especially popularized by Cray in the 1970s and 1980s. Vector-processing architectures are now considered separate from SIMD machines, based on the fact that vector machines processed the vectors one word at a time through pipelined processors (though still based on a single instruction), whereas modern SIMD machines process all elements of the vector simultaneously.[1] The first era of modern SIMD machines was characterized by massively parallel processing-style supercomputers such as the Thinking Machines CM-1 and CM-2. These machines had many limited-functionality processors that would work in parallel. -
Troubleshooting Guide Table of Contents -1- General Information
Troubleshooting Guide This troubleshooting guide will provide you with information about Star Wars®: Episode I Battle for Naboo™. You will find solutions to problems that were encountered while running this program in the Windows 95, 98, 2000 and Millennium Edition (ME) Operating Systems. Table of Contents 1. General Information 2. General Troubleshooting 3. Installation 4. Performance 5. Video Issues 6. Sound Issues 7. CD-ROM Drive Issues 8. Controller Device Issues 9. DirectX Setup 10. How to Contact LucasArts 11. Web Sites -1- General Information DISCLAIMER This troubleshooting guide reflects LucasArts’ best efforts to account for and attempt to solve 6 problems that you may encounter while playing the Battle for Naboo computer video game. LucasArts makes no representation or warranty about the accuracy of the information provided in this troubleshooting guide, what may result or not result from following the suggestions contained in this troubleshooting guide or your success in solving the problems that are causing you to consult this troubleshooting guide. Your decision to follow the suggestions contained in this troubleshooting guide is entirely at your own risk and subject to the specific terms and legal disclaimers stated below and set forth in the Software License and Limited Warranty to which you previously agreed to be bound. This troubleshooting guide also contains reference to third parties and/or third party web sites. The third party web sites are not under the control of LucasArts and LucasArts is not responsible for the contents of any third party web site referenced in this troubleshooting guide or in any other materials provided by LucasArts with the Battle for Naboo computer video game, including without limitation any link contained in a third party web site, or any changes or updates to a third party web site. -
Release 85 Notes
ForceWare Graphics Drivers Release 85 Notes Version 88.61 For Windows Vista x86 and Windows Vista x64 NVIDIA Corporation May 2006 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, the NVIDIA logo, 3DFX, 3DFX INTERACTIVE, the 3dfx Logo, STB, STB Systems and Design, the STB Logo, the StarBox Logo, NVIDIA nForce, GeForce, NVIDIA Quadro, NVDVD, NVIDIA Personal Cinema, NVIDIA Soundstorm, Vanta, TNT2, TNT, -
This Is Your Presentation Title
Introduction to GPU/Parallel Computing Ioannis E. Venetis University of Patras 1 Introduction to GPU/Parallel Computing www.prace-ri.eu Introduction to High Performance Systems 2 Introduction to GPU/Parallel Computing www.prace-ri.eu Wait, what? Aren’t we here to talk about GPUs? And how to program them with CUDA? Yes, but we need to understand their place and their purpose in modern High Performance Systems This will make it clear when it is beneficial to use them 3 Introduction to GPU/Parallel Computing www.prace-ri.eu Top 500 (June 2017) CPU Accel. Rmax Rpeak Power Rank Site System Cores Cores (TFlop/s) (TFlop/s) (kW) National Sunway TaihuLight - Sunway MPP, Supercomputing Center Sunway SW26010 260C 1.45GHz, 1 10.649.600 - 93.014,6 125.435,9 15.371 in Wuxi Sunway China NRCPC National Super Tianhe-2 (MilkyWay-2) - TH-IVB-FEP Computer Center in Cluster, Intel Xeon E5-2692 12C 2 Guangzhou 2.200GHz, TH Express-2, Intel Xeon 3.120.000 2.736.000 33.862,7 54.902,4 17.808 China Phi 31S1P NUDT Swiss National Piz Daint - Cray XC50, Xeon E5- Supercomputing Centre 2690v3 12C 2.6GHz, Aries interconnect 3 361.760 297.920 19.590,0 25.326,3 2.272 (CSCS) , NVIDIA Tesla P100 Cray Inc. DOE/SC/Oak Ridge Titan - Cray XK7 , Opteron 6274 16C National Laboratory 2.200GHz, Cray Gemini interconnect, 4 560.640 261.632 17.590,0 27.112,5 8.209 United States NVIDIA K20x Cray Inc. DOE/NNSA/LLNL Sequoia - BlueGene/Q, Power BQC 5 United States 16C 1.60 GHz, Custom 1.572.864 - 17.173,2 20.132,7 7.890 4 Introduction to GPU/ParallelIBM Computing www.prace-ri.eu How do -
PACKET 22 BOOKSTORE, TEXTBOOK CHAPTER Reading Graphics
A.11 GRAPHICS CARDS, Historical Perspective (edited by J Wunderlich PhD in 2020) Graphics Pipeline Evolution 3D graphics pipeline hardware evolved from the large expensive systems of the early 1980s to small workstations and then to PC accelerators in the 1990s, to $X,000 graphics cards of the 2020’s During this period, three major transitions occurred: 1. Performance-leading graphics subsystems PRICE changed from $50,000 in 1980’s down to $200 in 1990’s, then up to $X,0000 in 2020’s. 2. PERFORMANCE increased from 50 million PIXELS PER SECOND in 1980’s to 1 billion pixels per second in 1990’’s and from 100,000 VERTICES PER SECOND to 10 million vertices per second in the 1990’s. In the 2020’s performance is measured more in FRAMES PER SECOND (FPS) 3. Hardware RENDERING evolved from WIREFRAME to FILLED POLYGONS, to FULL- SCENE TEXTURE MAPPING Fixed-Function Graphics Pipelines Throughout the early evolution, graphics hardware was configurable, but not programmable by the application developer. With each generation, incremental improvements were offered. But developers were growing more sophisticated and asking for more new features than could be reasonably offered as built-in fixed functions. The NVIDIA GeForce 3, described by Lindholm, et al. [2001], took the first step toward true general shader programmability. It exposed to the application developer what had been the private internal instruction set of the floating-point vertex engine. This coincided with the release of Microsoft’s DirectX 8 and OpenGL’s vertex shader extensions. Later GPUs, at the time of DirectX 9, extended general programmability and floating point capability to the pixel fragment stage, and made texture available at the vertex stage. -
Linux Hardware Compatibility HOWTO
Linux Hardware Compatibility HOWTO Steven Pritchard Southern Illinois Linux Users Group [email protected] 3.1.5 Copyright © 2001−2002 by Steven Pritchard Copyright © 1997−1999 by Patrick Reijnen 2002−03−28 This document attempts to list most of the hardware known to be either supported or unsupported under Linux. Linux Hardware Compatibility HOWTO Table of Contents 1. Introduction.....................................................................................................................................................1 1.1. Notes on binary−only drivers...........................................................................................................1 1.2. Notes on commercial drivers............................................................................................................1 1.3. System architectures.........................................................................................................................1 1.4. Related sources of information.........................................................................................................2 1.5. Known problems with this document...............................................................................................2 1.6. New versions of this document.........................................................................................................2 1.7. Feedback and corrections..................................................................................................................3 1.8. Acknowledgments.............................................................................................................................3 -
Openscenegraph 3.0 Beginner's Guide
OpenSceneGraph 3.0 Beginner's Guide Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines Rui Wang Xuelei Qian BIRMINGHAM - MUMBAI OpenSceneGraph 3.0 Beginner's Guide Copyright © 2010 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: December 2010 Production Reference: 1081210 Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. ISBN 978-1-849512-82-4 www.packtpub.com Cover Image by Ed Maclean ([email protected]) Credits Authors Editorial Team Leader Rui Wang Akshara Aware Xuelei Qian Project Team Leader Reviewers Lata Basantani Jean-Sébastien Guay Project Coordinator Cedric Pinson -
Programming Guide: Revision 1.4 June 14, 1999 Ccopyright 1998 3Dfxo Interactive,N Inc
Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration June 14, 1999 al Voodoo3ti HIGH-PERFORMANCEopy en GdRAPHICS E NGINEC FOR fi ot 3D GAME ACCELERATION on Programming Guide: Revision 1.4 June 14, 1999 CCopyright 1998 3Dfxo Interactive,N Inc. All Rights Reserved D 3Dfx Interactive, Inc. 4435 Fortran Drive San Jose CA 95134 Phone: (408) 935-4400 Fax: (408) 935-4424 Copyright 1998 3Dfx Interactive, Inc. Revision 1.4 Proprietary and Preliminary 1 June 14, 1999 Confidential Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration Notice: 3Dfx Interactive, Inc. has made best efforts to ensure that the information contained in this document is accurate and reliable. The information is subject to change without notice. No responsibility is assumed by 3Dfx Interactive, Inc. for the use of this information, nor for infringements of patents or the rights of third parties. This document is the property of 3Dfx Interactive, Inc. and implies no license under patents, copyrights, or trade secrets. Trademarks: All trademarks are the property of their respective owners. Copyright Notice: No part of this publication may be copied, reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photographic, or otherwise, or used as the basis for manufacture or sale of any items without the prior written consent of 3Dfx Interactive, Inc. If this document is downloaded from the 3Dfx Interactive, Inc. world wide web site, the user may view or print it, but may not transmit copies to any other party and may not post it on any other site or location. -
Finally There Are Output Variables, Defining Data Being Passed Onto the Next Stages
Projekt Resumé I 2016 udgav The Khronos Group Vulkan APIen, med det formål at øge hastigheden på grafikapplikationer, der er CPU-begrænsede. En grafikapplikation er CPU-begrænset, som er når GPUen udfører instrukser hurtigere end CPUen kan sende dem til GPUen. I mod- sætning til tidligere grafik-APIer, så har Vulkan et lavere abstraktionsniveau, og ifølge vores tidligere forskning gør dette APIen svær at anvende. Vi præsenterer PapaGo APIen, der forsøger at øge Vulkans abstraktionsniveau, mens den anvender førnævnte API som sin backend. Vores mål er at skabe en API, hvis abstrak- tionsniveau ligner OpenGLs. Samtidig ønsker vi dog at bibeholde Vulkans statelessness, dens eksplicitte kontrol af GPU-ressourcer samt dens GPU command buffers. Sidstnævnte anvendes til at sende kommandoer til GPUen, og de er centrale i at øge hastigheden af CPU-kode, da de kan genbruges over flere frames og kan optages til i parallel. Vi evaluerer PapaGo’s brugbarhed, hvormed vi introducerer en ny opgavebaseret API- evalueringsmetode baseret på en forgrening af Discount Evaluation. Vores evaluering viser, at vores deltagere, der er mere vante til at programmere med OpenGL eller lignende, hurtigt indpassede sig med vores API. Vi oplevede også at vores deltagere var hurtige til at udføre opgaverne givet til dem. Et performance benchmark blev også udført på PapaGo ved brug af en testapplika- tion. Testapplikationen blev kørt på to forskellige systemer, hvor den første indeholder en AMD Sapphire Radeon R9 280 GPU, imens den anden har en mere kraftfuld NVIDIA GeForce GTX 1060 GPU. I det CPU-begrænsede tilfælde af testen, blev hastigheden af ap- plikationen øget på begge systemer når kommandoer optages i parallel. -
Voodoo Graphics Specification
SST-1(a.k.a. Voodoo Graphics™) HIGH PERFORMANCE GRAPHICS ENGINE FOR 3D GAME ACCELERATION Revision 1.61 December 1, 1999 Copyright ã 1995 3Dfx Interactive, Inc. All Rights Reserved 3dfx Interactive, Inc. 4435 Fortran Drive San Jose, CA 95134 Phone: (408) 935-4400 Fax: (408) 262-8602 www.3dfx.com Proprietary Information SST-1 Graphics Engine for 3D Game Acceleration Copyright Notice: [English translations from legalese in brackets] ©1996-1999, 3Dfx Interactive, Inc. All rights reserved This document may be reproduced in written, electronic or any other form of expression only in its entirety. [If you want to give someone a copy, you are hereby bound to give him or her a complete copy.] This document may not be reproduced in any manner whatsoever for profit. [If you want to copy this document, you must not charge for the copies other than a modest amount sufficient to cover the cost of the copy.] No Warranty THESE SPECIFICATIONS ARE PROVIDED BY 3DFX "AS IS" WITHOUT ANY REPRESENTATION OR WARRANTY, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD-PARTY INTELLECTUAL PROPERTY RIGHTS, OR ARISING FROM THE COURSE OF DEALING BETWEEN THE PARTIES OR USAGE OF TRADE. IN NO EVENT SHALL 3DFX BE LIABLE FOR ANY DAMAGES WHATSOEVER INCLUDING, WITHOUT LIMITATION, DIRECT OR INDIRECT DAMAGES, DAMAGES FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, OR LOSS OF INFORMATION) ARISING OUT OF THE USE OF OR INABILITY TO USE THE SPECIFICATIONS, EVEN IF 3DFX HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. [You're getting it for free. -
Graphics Controllers & Development Tools GRAPHICS SOLUTIONS PRODUCT OVERVIEW GRAPHICS SOLUTIONS
PRODUCT OVERVIEW GRAPHICS SOLUTIONS Graphics Controllers & Development Tools GRAPHICS SOLUTIONS PRODUCT OVERVIEW GRAPHICS SOLUTIONS Copyright © 2008 Fujitsu Limited Tokyo, Japan and Fujitsu Microelectronics Europe This brochure contains references to various Fujitsu Graphics Controller products GmbH. All Rights Reserved. under their original development code names. Fujitsu does not lay any claim to the unique future use of these code names. The information contained in this document has been carefully checked and is believed to be entirely reliable. However Fujitsu and its subsidiaries assume no Designed and produced in the UK. Printed on environmentally friendly paper. responsibility for inaccuracies. The information contained in this document does not convey any licence under the copyrights, patent rights or trademarks claimed and owned by Fujitsu. Fujitsu Limited and its subsidiaries reserve the right to change products or ARM is a registered trademark of ARM Limited in UK, USA and Taiwan. specifications without notice. ARM is a trademark of ARM Limited in Japan and Korea. ARM Powered logo is a registered trademark of ARM Limited in Japan, UK, USA, and Taiwan. No part of this publication may be copied or reproduced in any form or by any means ARM Powered logo is a trademark of ARM Limited in Korea. or transferred to any third party without the prior consent of Fujitsu. ARM926EJ-S and ETM9 are trademarks of ARM Limited. CONTENTS Introduction to Graphics Controllers 2 Introduction to Business Unit Graphics Solutions 3 MB86290A ‘Cremson’