High Performance Graphics and Text Rendering on the GPU
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Real-Time Finite Element Method (FEM) and Tressfx
REAL-TIME FEM AND TRESSFX 4 ERIC LARSEN KARL HILLESLAND 1 FEBRUARY 2016 | CONFIDENTIAL FINITE ELEMENT METHOD (FEM) SIMULATION Simulates soft to nearly-rigid objects, with fracture Models object as mesh of tetrahedral elements Each element has material parameters: ‒ Young’s Modulus: How stiff the material is ‒ Poisson’s ratio: Effect of deformation on volume ‒ Yield strength: Deformation limit before permanent shape change ‒ Fracture strength: Stress limit before the material breaks 2 FEBRUARY 2016 | CONFIDENTIAL MOTIVATIONS FOR THIS METHOD Parameters give a lot of design control Can model many real-world materials ‒Rubber, metal, glass, wood, animal tissue Commonly used now for film effects ‒High-quality destruction Successful real-time use in Star Wars: The Force Unleashed 1 & 2 ‒DMM middleware [Parker and O’Brien] 3 FEBRUARY 2016 | CONFIDENTIAL OUR PROJECT New implementation of real-time FEM for games Planned CPU library release ‒Heavy use of multithreading ‒Open-source with GPUOpen license Some highlights ‒Practical method for continuous collision detection (CCD) ‒Mix of CCD and intersection contact constraints ‒Efficient integrals for intersection constraint 4 FEBRUARY 2016 | CONFIDENTIAL STATUS Proof-of-concept prototype First pass at optimization Offering an early look for feedback Several generic components 5 FEBRUARY 2016 | CONFIDENTIAL CCD Find time of impact between moving objects ‒Impulses can prevent intersections [Otaduy et al.] ‒Catches collisions with fast-moving objects Our approach ‒Conservative-advancement based ‒Geometric -
AMD Powerpoint- White Template
RDNA Architecture Forward-looking statement This presentation contains forward-looking statements concerning Advanced Micro Devices, Inc. (AMD) including, but not limited to, the features, functionality, performance, availability, timing, pricing, expectations and expected benefits of AMD’s current and future products, which are made pursuant to the Safe Harbor provisions of the Private Securities Litigation Reform Act of 1995. Forward-looking statements are commonly identified by words such as "would," "may," "expects," "believes," "plans," "intends," "projects" and other terms with similar meaning. Investors are cautioned that the forward-looking statements in this presentation are based on current beliefs, assumptions and expectations, speak only as of the date of this presentation and involve risks and uncertainties that could cause actual results to differ materially from current expectations. Such statements are subject to certain known and unknown risks and uncertainties, many of which are difficult to predict and generally beyond AMD's control, that could cause actual results and other future events to differ materially from those expressed in, or implied or projected by, the forward-looking information and statements. Investors are urged to review in detail the risks and uncertainties in AMD's Securities and Exchange Commission filings, including but not limited to AMD's Quarterly Report on Form 10-Q for the quarter ended March 30, 2019 2 Highlights of the RDNA Workgroup Processor (WGP) ▪ Designed for lower latency and higher -
Advanced Computer Graphics to Do Motivation Real-Time Rendering
To Do Advanced Computer Graphics § Assignment 2 due Feb 19 § Should already be well on way. CSE 190 [Winter 2016], Lecture 12 § Contact us for difficulties etc. Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Real-Time Rendering § Today, create photorealistic computer graphics § Goal: interactive rendering. Critical in many apps § Complex geometry, lighting, materials, shadows § Games, visualization, computer-aided design, … § Computer-generated movies/special effects (difficult or impossible to tell real from rendered…) § Until 10-15 years ago, focus on complex geometry § CSE 168 images from rendering competition (2011) § § But algorithms are very slow (hours to days) Chasm between interactivity, realism Evolution of 3D graphics rendering Offline 3D Graphics Rendering Interactive 3D graphics pipeline as in OpenGL Ray tracing, radiosity, photon mapping § Earliest SGI machines (Clark 82) to today § High realism (global illum, shadows, refraction, lighting,..) § Most of focus on more geometry, texture mapping § But historically very slow techniques § Some tweaks for realism (shadow mapping, accum. buffer) “So, while you and your children’s children are waiting for ray tracing to take over the world, what do you do in the meantime?” Real-Time Rendering SGI Reality Engine 93 (Kurt Akeley) Pictures courtesy Henrik Wann Jensen 1 New Trend: Acquired Data 15 years ago § Image-Based Rendering: Real/precomputed images as input § High quality rendering: ray tracing, global illumination § Little change in CSE 168 syllabus, from 2003 to -
The Amd Linux Graphics Stack – 2018 Edition Nicolai Hähnle Fosdem 2018
THE AMD LINUX GRAPHICS STACK – 2018 EDITION NICOLAI HÄHNLE FOSDEM 2018 1FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: KERNEL / USER-SPACE / X SERVER Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM SCPC libdrm radeon amdgpu FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 2FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: OPEN-SOURCE / CLOSED-SOURCE Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM SCPC libdrm radeon amdgpu FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 3FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: SUPPORT FOR GCN / PRE-GCN HARDWARE ROUGHLY: GCN = NEW GPUS OF THE LAST 5 YEARS Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM(*) SCPC libdrm radeon amdgpu (*) LLVM has pre-GCN support only for compute FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 4FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: PHASING OUT “LEGACY” COMPONENTS Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM SCPC libdrm radeon amdgpu FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 5FEBRUARY 2018 | CONFIDENTIAL MAJOR MILESTONES OF 2017 . Upstreaming the DC display driver . Open-sourcing the AMDVLK Vulkan driver . Unified driver delivery . OpenGL 4.5 conformance in the open-source Mesa driver . Zero-day open-source support for new hardware FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 6FEBRUARY 2018 | CONFIDENTIAL KERNEL: AMDGPU AND RADEON HARDWARE SUPPORT Pre-GCN radeon GCN 1st gen (Southern Islands, SI, gfx6) GCN 2nd gen (Sea Islands, CI(K), gfx7) GCN 3rd gen (Volcanic Islands, VI, gfx8) amdgpu GCN 4th gen (Polaris, RX 4xx, RX 5xx) GCN 5th gen (RX Vega, Ryzen Mobile, gfx9) FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 7FEBRUARY 2018 | CONFIDENTIAL KERNEL: AMDGPU VS. -
Sun Opengl 1.3 for Solaris Implementation and Performance Guide
Sun™ OpenGL 1.3 for Solaris™ Implementation and Performance Guide Sun Microsystems, Inc. www.sun.com Part No. 817-2997-11 November 2003, Revision A Submit comments about this document at: http://www.sun.com/hwdocs/feedback Copyright 2003 Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, California 95054, U.S.A. All rights reserved. Sun Microsystems, Inc. has intellectual property rights relating to technology that is described in this document. In particular, and without limitation, these intellectual property rights may include one or more of the U.S. patents listed at http://www.sun.com/patents and one or more additional patents or pending patent applications in the U.S. and in other countries. This document and the product to which it pertains are distributed under licenses restricting their use, copying, distribution, and decompilation. No part of the product or of this document may be reproduced in any form by any means without prior written authorization of Sun and its licensors, if any. Third-party software, including font technology, is copyrighted and licensed from Sun suppliers. Parts of the product may be derived from Berkeley BSD systems, licensed from the University of California. UNIX is a registered trademark in the U.S. and in other countries, exclusively licensed through X/Open Company, Ltd. Sun, Sun Microsystems, the Sun logo, SunSoft, SunDocs, SunExpress, and Solaris are trademarks, registered trademarks, or service marks of Sun Microsystems, Inc. in the U.S. and other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc. -
A Review of Gpuopen Effects
A REVIEW OF GPUOPEN EFFECTS TAKAHIRO HARADA & JASON LACROIX • An initiative designed to help developers make better content by “opening up” the GPU • Contains a variety of software modules across various GPU needs: • Effects and render features • Tools, SDKs, and libraries • Patches and drivers • Software hosted on GitHub with no “black box” implementations or licensing fees • Website provides: • The latest news and information on all GPUOpen software • Tutorials and samples to help you optimise your game • A central location for up-to-date GPU and CPU documentation • Information about upcoming events and previous presentations AMD Public | Let’s build… 2020 | A Review of GPUOpen Effects | May 15, 2020 | 2 LET’S BUILD A NEW GPUOPEN… • Brand new, modern, dynamic website • Easy to find the information you need quickly • Read the latest news and see what’s popular • Learn new tips and techniques from our engineers • Looks good on mobile platforms too! • New social media presence • @GPUOpen AMD Public | Let’s build… 2020 | A Review of GPUOpen Effects | May 15, 2020 | 3 EFFECTS A look at recently released samples AMD Public | Let’s build… 2020 | A Review of GPUOpen Effects | May 15, 2020 | 4 TRESSFX 4.1 • Self-contained solution for hair simulation • Implementation into Radeon® Cauldron framework • DirectX® 12 and Vulkan® with full source • Optimized physics simulation • Faster velocity shock propagation • Simplified local shape constraints • Reorganization of dispatches • StrandUV support • New LOD system • New and improved Autodesk® Maya® -
AMD Linux Driver 2021.10 Release Notes
[AMD Official Use Only - Internal Distribution Only] AMD Linux Driver 2021.10 Release Notes 1. Overview AMD’s Linux® Driver’s includes open source graphics driver for AMD’s embedded platforms and other peripheral devices on selected development platforms. New features supported in this release: 1. New LTS kernel 5.10.5. 2. Bug fixes and driver updates. 2. Linux® kernel Support 1. 5.10.5 LTS 3. Linux Distribution Support 1. Ubuntu 20.04.1 4. Component Versions The following table shows git commit details of the sources and binaries used in the package. The patches present in patches folder of this release package has to be applied on top of the git commit mentioned in the below table to get the full sources corresponding to this driver release. The sources directory in this package contains patches pre-applied to these commit ids. 2021.10 Linux Driver Release Notes 1 [AMD Official Use Only - Internal Distribution Only] Component Version Commit ID Source Link for git clone Name Kernel 5.10.5 f5247949c0a9304ae43a895f29216a9d876f https://git.kernel.org/pub/scm/linux/ker 3919 nel/git/stable/linux.git Libdrm 2.4.103 5dea8f56ee620e9a3ace34a99ebf0175efb5 https://github.com/freedesktop/mesa- 7b11 drm.git Mesa 21.1.0-dev 38f012e0238f145f4c83bf7abf59afceee333 https://github.com/mesa3d/mesa.git 397 Ddx 19.1.0 6234a1b2652f469071c0c9b0d8b0f4a8079e https://github.com/freedesktop/xorg- fe74 xf86-video-amdgpu.git Gstomx 1.0.0.1 5c4bff4a433dff1c5d005edfceaf727b6214b git://people.freedesktop.org/~leoliu/gsto b74 mx Wayland 1.15.0 ea09c2fde7fcfc7e24a19ae5c5977981e9bef -
Gen Vulkan API
Faculty of Science and Technology Department of Computer Science A closer look at problems related to the next- gen Vulkan API — Håvard Mathisen INF-3981 Master’s Thesis in Computer Science June 2017 Abstract Vulkan is a significantly lower-level graphics API than OpenGL and require more effort from application developers to do memory management, synchronization, and other low-level tasks that are spe- cific to this API. The API is closer to the hardware and offer features that is not exposed in older APIs. For this thesis we will extend an existing game engine with a Vulkan back-end. This allows us to eval- uate the API and compare with OpenGL. We find ways to efficiently solve some challenges encountered when using Vulkan. i Contents 1 Introduction 1 1.1 Goals . .2 2 Background 3 2.1 GPU Architecture . .3 2.2 GPU Drivers . .3 2.3 Graphics APIs . .5 2.3.1 What is Vulkan . .6 2.3.2 Why Vulkan . .7 3 Vulkan Overview 8 3.1 Vulkan Architecture . .8 3.2 Vulkan Execution Model . .8 3.3 Vulkan Tools . .9 4 Vulkan Objects 10 4.1 Instances, Physical Devices, Devices . 10 4.1.1 Lost Device . 12 4.2 Command buffers . 12 4.3 Queues . 13 4.4 Memory Management . 13 4.4.1 Memory Heaps . 13 4.4.2 Memory Types . 14 4.4.3 Host visible memory . 14 4.4.4 Memory Alignment, Aliasing and Allocation Limitations 15 4.5 Synchronization . 15 4.5.1 Execution dependencies . 16 4.5.2 Memory dependencies . 16 4.5.3 Image Layout Transitions . -
Radeon GPU Profiler Documentation
Radeon GPU Profiler Documentation Release 1.11.0 AMD Developer Tools Jul 21, 2021 Contents 1 Graphics APIs, RDNA and GCN hardware, and operating systems3 2 Compute APIs, RDNA and GCN hardware, and operating systems5 3 Radeon GPU Profiler - Quick Start7 3.1 How to generate a profile.........................................7 3.2 Starting the Radeon GPU Profiler....................................7 3.3 How to load a profile...........................................7 3.4 The Radeon GPU Profiler user interface................................. 10 4 Settings 13 4.1 General.................................................. 13 4.2 Themes and colors............................................ 13 4.3 Keyboard shortcuts............................................ 14 4.4 UI Navigation.............................................. 16 5 Overview Windows 17 5.1 Frame summary (DX12 and Vulkan).................................. 17 5.2 Profile summary (OpenCL)....................................... 20 5.3 Barriers.................................................. 22 5.4 Context rolls............................................... 25 5.5 Most expensive events.......................................... 28 5.6 Render/depth targets........................................... 28 5.7 Pipelines................................................. 30 5.8 Device configuration........................................... 33 6 Events Windows 35 6.1 Wavefront occupancy.......................................... 35 6.2 Event timing............................................... 48 6.3 -
The State of Vulkan on Apple 03June 2021
The State of Vulkan on Apple Devices Why you should be developing for the Apple ecosystem with Vulkan, and how to do it. Richard S. Wright Jr., LunarG June 3, 2021 If you are reading this, you likely already know what Vulkan is -- a low-overhead, high-performance, cross-platform, graphics and compute API designed to take maximum advantage of today's highly parallel and scalable graphics and compute hardware. To be sure, there are other APIs with this goal such as Microsoft’s DirectX and Apple’s Metal API. For a long time OpenGL matured to meet the needs of rapidly evolving hardware and met well the challenges of cross-platform development of high-performance graphics applications. OpenGL will remain viable for a very long time for many applications (and can actually be layered on top of Vulkan), but to take maximum advantage of modern hardware, a new and somewhat reinvented approach is called for. Everyone does not need the level of control that Vulkan provides, but if you do, you can think of Vulkan as a lower-level successor to OpenGL in that it attempts to enable highly portable, yet high-performance, application development across desktop and mobile device platforms. Writing platform specific code does have its advantages, and vendors such as Microsoft and Apple certainly adore having best of breed titles available exclusively for their customers as it adds value to their ecosystem. For developers though, it is often in our best interests to make our products available as widely as possible. Aside from gaming consoles with their mostly closed development environments, Windows, Linux, Apple, and Android combined represent most of the market for developers of end user software and games today. -
Projective Texture Mapping with Full Panorama
EUROGRAPHICS 2002 / G. Drettakis and H.-P. Seidel Volume 21 (2002), Number 3 (Guest Editors) Projective Texture Mapping with Full Panorama Dongho Kim and James K. Hahn Department of Computer Science, The George Washington University, Washington, DC, USA Abstract Projective texture mapping is used to project a texture map onto scene geometry. It has been used in many applications, since it eliminates the assignment of fixed texture coordinates and provides a good method of representing synthetic images or photographs in image-based rendering. But conventional projective texture mapping has limitations in the field of view and the degree of navigation because only simple rectangular texture maps can be used. In this work, we propose the concept of panoramic projective texture mapping (PPTM). It projects cubic or cylindrical panorama onto the scene geometry. With this scheme, any polygonal geometry can receive the projection of a panoramic texture map, without using fixed texture coordinates or modeling many projective texture mapping. For fast real-time rendering, a hardware-based rendering method is also presented. Applications of PPTM include panorama viewer similar to QuicktimeVR and navigation in the panoramic scene, which can be created by image-based modeling techniques. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing Algorithms; I.3.7 [Computer Graphics]: Color, Shading, Shadowing, and Texture 1. Introduction texture mapping. Image-based rendering (IBR) draws more applications of projective texture mapping. When Texture mapping has been used for a long time in photographs or synthetic images are used for IBR, those computer graphics imagery, because it provides much images contain scene information, which is projected onto 7 visual detail without complex models . -
Rendering from Compressed Textures
Rendering from Compressed Textures y Andrew C. Beers, Maneesh Agrawala, and Navin Chaddha y Computer Science Department Computer Systems Laboratory Stanford University Stanford University Abstract One way to alleviate these memory limitations is to store com- pressed representations of textures in memory. A modi®ed renderer We present a simple method for rendering directly from compressed could then render directly from this compressed representation. In textures in hardware and software rendering systems. Textures are this paper we examine the issues involved in rendering from com- compressed using a vector quantization (VQ) method. The advan- pressed texture maps and propose a scheme for compressing tex- tage of VQ over other compression techniques is that textures can tures using vector quantization (VQ)[4]. We also describe an ex- be decompressed quickly during rendering. The drawback of us- tension of our basic VQ technique for compressing mipmaps. We ing lossy compression schemes such as VQ for textures is that such show that by using VQ compression, we can achieve compression methods introduce errors into the textures. We discuss techniques rates of up to 35 : 1 with little loss in the visual quality of the ren- for controlling these losses. We also describe an extension to the dered scene. We observe a 2 to 20 percent impact on rendering time basic VQ technique for compressing mipmaps. We have observed using a software renderer that renders from the compressed format. compression rates of up to 35 : 1, with minimal loss in visual qual- However, the technique is so simple that incorporating it into hard- ity and a small impact on rendering time.