游戏设计与开发 —Hardware —Apis —Shaders
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Reviving the Development of Openchrome
Reviving the Development of OpenChrome Kevin Brace OpenChrome Project Maintainer / Developer XDC2017 September 21st, 2017 Outline ● About Me ● My Personal Story Behind OpenChrome ● Background on VIA Chrome Hardware ● The History of OpenChrome Project ● Past Releases ● Observations about Standby Resume ● Developmental Philosophy ● Developmental Challenges ● Strategies for Further Development ● Future Plans 09/21/2017 XDC2017 2 About Me ● EE (Electrical Engineering) background (B.S.E.E.) who specialized in digital design / computer architecture in college (pretty much the only undergraduate student “still” doing this stuff where I attended college) ● Graduated recently ● First time conference presenter ● Very experienced with Xilinx FPGA (Spartan-II through 7 Series FPGA) ● Fluent in Verilog / VHDL design and verification ● Interest / design experience with external communication interfaces (PCI / PCIe) and external memory interfaces (SDRAM / DDR3 SDRAM) ● Developed a simple DMA engine for PCI I/F validation w/Windows WDM (Windows Driver Model) kernel device driver ● Almost all the knowledge I have is self taught (university engineering classes were not very useful) 09/21/2017 XDC2017 3 Motivations Behind My Work ● General difficulty in obtaining meaningful employment in the digital hardware design field (too many students in the field, difficulty obtaining internship, etc.) ● Collects and repairs abandoned computer hardware (It’s like rescuing puppies!) ● Owns 100+ desktop computers and 20+ laptop computers (mostly abandoned old stuff I -
Programming Graphics Hardware Overview of the Tutorial: Afternoon
Tutorial 5 ProgrammingProgramming GraphicsGraphics HardwareHardware Randy Fernando, Mark Harris, Matthias Wloka, Cyril Zeller Overview of the Tutorial: Morning 8:30 Introduction to the Hardware Graphics Pipeline Cyril Zeller 9:30 Controlling the GPU from the CPU: the 3D API Cyril Zeller 10:15 Break 10:45 Programming the GPU: High-level Shading Languages Randy Fernando 12:00 Lunch Tutorial 5: Programming Graphics Hardware Overview of the Tutorial: Afternoon 12:00 Lunch 14:00 Optimizing the Graphics Pipeline Matthias Wloka 14:45 Advanced Rendering Techniques Matthias Wloka 15:45 Break 16:15 General-Purpose Computation Using Graphics Hardware Mark Harris 17:30 End Tutorial 5: Programming Graphics Hardware Tutorial 5: Programming Graphics Hardware IntroductionIntroduction toto thethe HardwareHardware GraphicsGraphics PipelinePipeline Cyril Zeller Overview Concepts: Real-time rendering Hardware graphics pipeline Evolution of the PC hardware graphics pipeline: 1995-1998: Texture mapping and z-buffer 1998: Multitexturing 1999-2000: Transform and lighting 2001: Programmable vertex shader 2002-2003: Programmable pixel shader 2004: Shader model 3.0 and 64-bit color support PC graphics software architecture Performance numbers Tutorial 5: Programming Graphics Hardware Real-Time Rendering Graphics hardware enables real-time rendering Real-time means display rate at more than 10 images per second 3D Scene = Image = Collection of Array of pixels 3D primitives (triangles, lines, points) Tutorial 5: Programming Graphics Hardware Hardware Graphics Pipeline -
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. -
Improving Shadows and Reflections Via the Stencil Buffer
Improving Shadows and Reflections via the Stencil Buffer Mark J. Kilgard * NVIDIA Corporation “Slap textures on polygons, throw them at the screen, and let the depth buffer sort it out.” For too many game developers, the above statement sums up their approach to 3D hardware- acceleration. A game programmer might turn on some fog and maybe throw in some transparency, but that’s often the limit. The question is whether that is enough anymore for a game to stand out visually from the crowd. Now everybody’s using 3D hardware-acceleration, and everybody’s slinging textured polygons around, and, frankly, as a result, most 3D games look more or less the same. Sure there are differences in game play, network interaction, artwork, sound track, etc., etc., but we all know that the “big differentiator” for computer gaming, today and tomorrow, is the look. The problem is that with everyone resorting to hardware rendering, most games look fairly consistent, too consistent. You know exactly the textured polygon look that I’m talking about. Instead of settling for 3D hardware doing nothing more than slinging textured polygons, I argue that cutting-edge game developers must embrace new hardware functionality to achieve visual effects beyond what everybody gets today from your basic textured and depth-buffered polygons. Two effects that can definitely set games apart from the crowd are better quality shadows and reflections. While some games today incorporate shadows and reflections to a limited extent, the common techniques are fairly crude. Reflections in today’s games are mostly limited to “infinite extent” ground planes or ground planes bounded by walls. -
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 -
Directx 11 Extended to the Implementation of Compute Shader
DirectX 1 DirectX About the Tutorial Microsoft DirectX is considered as a collection of application programming interfaces (APIs) for managing tasks related to multimedia, especially with respect to game programming and video which are designed on Microsoft platforms. Direct3D which is a renowned product of DirectX is also used by other software applications for visualization and graphics tasks such as CAD/CAM engineering. Audience This tutorial has been prepared for developers and programmers in multimedia industry who are interested to pursue their career in DirectX. Prerequisites Before proceeding with this tutorial, it is expected that reader should have knowledge of multimedia, graphics and game programming basics. This includes mathematical foundations as well. Copyright & Disclaimer Copyright 2019 by Tutorials Point (I) Pvt. Ltd. All the content and graphics published in this e-book are the property of Tutorials Point (I) Pvt. Ltd. The user of this e-book is prohibited to reuse, retain, copy, distribute or republish any contents or a part of contents of this e-book in any manner without written consent of the publisher. We strive to update the contents of our website and tutorials as timely and as precisely as possible, however, the contents may contain inaccuracies or errors. Tutorials Point (I) Pvt. Ltd. provides no guarantee regarding the accuracy, timeliness or completeness of our website or its contents including this tutorial. If you discover any errors on our website or in this tutorial, please notify us at [email protected] -
RU430HX LPX Motherboard Technical Product Specification
RU430HX Motherboard Technical Product Specification Order Number 281810-002 May 1996 Revision History Revision Revision History Date -001 Preliminary release of the RU430HX Technical Product Specification. 05/96 -002 Second release of the RU430HX Technical Product Specification. 05/96 This product specification applies only to standard RU430HX LPX motherboards with BIOS identifier 1.00.01.RU. Changes to this specification will be published in the RU430HX Motherboard Specification Update before being incorporated into a revision of this document. Information in this document is provided in connection with Intel products. No license, express or implied, by estoppel or otherwise, to any intellectual property rights is granted by this document. Except as provided in Intel’s Terms and Conditions of Sale for such products, Intel assumes no liability whatsoever, and Intel disclaims any express or implied warranty, relating to sale and/or use of Intel products including liability or warranties relating to fitness for a particular purpose, merchantability, or infringement of any patent, copyright or other intellectual property right. Intel products are not intended for use in medical, life saving, or life sustaining applications. Intel retains the right to make changes to specifications and product descriptions at any time, without notice. The RU430HX motherboard may contain design defects or errors known as errata. Current characterized errata are available on request. Contact your local Intel sales office or your distributor to obtain the latest specifications before placing your product order. † Third-party brands and names are the property of their respective owners. Copies of documents which have an ordering number and are referenced in this document, or other Intel literature, may be obtained from: Intel Corporation P.O. -
Opengl FAQ and Troubleshooting Guide
OpenGL FAQ and Troubleshooting Guide Table of Contents OpenGL FAQ and Troubleshooting Guide v1.2001.11.01..............................................................................1 1 About the FAQ...............................................................................................................................................13 2 Getting Started ............................................................................................................................................18 3 GLUT..............................................................................................................................................................33 4 GLU.................................................................................................................................................................37 5 Microsoft Windows Specifics........................................................................................................................40 6 Windows, Buffers, and Rendering Contexts...............................................................................................48 7 Interacting with the Window System, Operating System, and Input Devices........................................49 8 Using Viewing and Camera Transforms, and gluLookAt().......................................................................51 9 Transformations.............................................................................................................................................55 10 Clipping, Culling, -
Graphical Process Unit a New Era
Nov 2014 (Volume 1 Issue 6) JETIR (ISSN-2349-5162) Graphical Process Unit A New Era Santosh Kumar, Shashi Bhushan Jha, Rupesh Kumar Singh Students Computer Science and Engineering Dronacharya College of Engineering, Greater Noida, India Abstract - Now in present days every computer is come with G.P.U (graphical process unit). The graphics processing unit (G.P.U) has become an essential part of today's mainstream computing systems. Over the past 6 years, there has been a marked increase in the performance and potentiality of G.P.U. The modern G.P.Us is not only a powerful graphics engine but also a deeply parallel programmable processor showing peak arithmetic and memory bandwidth that substantially outpaces its CPU counterpart. The G.P.U's speedy increase in both programmability and capability has spawned a research community that has successfully mapped a broad area of computationally demanding, mixed problems to the G.P.U. This effort in general-purpose computing on the G.P.Us, also known as G.P.U computing, has positioned the G.P.U as a compelling alternative to traditional microprocessors in high-performance computer systems of the future. We illustrate the history, hardware, and programming model for G.P.U computing, abstract the state of the art in tools and techniques, and present 4 G.P.U computing successes in games physics and computational physics that deliver order-of- magnitude performance gains over optimized CPU applications. Index Terms - G.P.U, History of G.P.U, Future of G.P.U, Problems in G.P.U, eG.P.U, Integrated graphics ________________________________________________________________________________________________________ I. -
Product Overview S3 Virge/VX Integrated 3D Graphics/Video Accelerator
Product Overview S3 ViRGE/VX Integrated 3D Graphics/Video Accelerator High-Performance VRAM-based High-Performance Memory Support 2D/3D Graphics and Video Accelerator • 64-bit VRAM memory interface with block write • High-performance 64-bit 2D/3D graphics engine support • Integrated 220 MHz RAMDAC and clock • Two independent 64-bit pixel data busses synthesizer • 2-, 4 or 8-MBytes of video memory • S3 Streams Processor for accelerated video • Single-cycle EDO operation • S3 Scenic Highway for direct interface to live video Non-x86 CPU Support and MPEG-1 peripherals • Big endian/little endian byte ordering S3d Graphics Engine Features • Relocatable addressing • High performance 2D Windows acceleration • Packed 24 bits/pixel memory addressing with alpha • Flat and Gouraud shading for 3D pitching • High quality/performance 3D texture mapping Industry-Standard Local Bus Support • Perspective correction • Glueless PCI 2.1 bus interface • Bi-linear and tri-linear texture filtering PCI Bus Mastering for Display List Processing and • MIP-Mapping Video Capture Support • Depth cueing and fogging • Alpha blending Multimedia Support Hooks • • Video texture mapping S3 Scenic Highway • • Z-buffering 8- and 16-bit bi-directional feature connector S3 Streams Processor Features Full Software Support • • Drivers for major operating systems and APIs: Supports on-the-fly stretching and blending of [Windows 95, Windows 3.11, Windows NT, primary RGB stream and RGB or YUV (video) secondary stream OS/2 2.1 and 3.0 (Warp), ADI 4.2]. Direct 3D, • Each stream -
Opengl FAQ and Troubleshooting Guide
OpenGL FAQ and Troubleshooting Guide Table of Contents OpenGL FAQ and Troubleshooting Guide v1.2001.01.17..............................................................................1 1 About the FAQ...............................................................................................................................................13 2 Getting Started ............................................................................................................................................17 3 GLUT..............................................................................................................................................................32 4 GLU.................................................................................................................................................................35 5 Microsoft Windows Specifics........................................................................................................................38 6 Windows, Buffers, and Rendering Contexts...............................................................................................45 7 Interacting with the Window System, Operating System, and Input Devices........................................46 8 Using Viewing and Camera Transforms, and gluLookAt().......................................................................48 9 Transformations.............................................................................................................................................52 10 Clipping, Culling, -
Linux Hardware Compatibility HOWTO Linux Hardware Compatibility HOWTO
Linux Hardware Compatibility HOWTO Linux Hardware Compatibility HOWTO Table of Contents Linux Hardware Compatibility HOWTO........................................................................................................1 Patrick Reijnen, <[email protected] (remove both "antispam.")>..1 1.Introduction...........................................................................................................................................1 2.Computers/Motherboards/BIOS...........................................................................................................1 3.Laptops..................................................................................................................................................1 4.CPU/FPU..............................................................................................................................................1 5.Memory.................................................................................................................................................1 6.Video cards...........................................................................................................................................2 7.Controllers (hard drive).........................................................................................................................2 8.Controllers (hard drive RAID)..............................................................................................................2 9.Controllers (SCSI)................................................................................................................................2