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Overview of the SPEC Benchmarks
9 Overview of the SPEC Benchmarks Kaivalya M. Dixit IBM Corporation “The reputation of current benchmarketing claims regarding system performance is on par with the promises made by politicians during elections.” Standard Performance Evaluation Corporation (SPEC) was founded in October, 1988, by Apollo, Hewlett-Packard,MIPS Computer Systems and SUN Microsystems in cooperation with E. E. Times. SPEC is a nonprofit consortium of 22 major computer vendors whose common goals are “to provide the industry with a realistic yardstick to measure the performance of advanced computer systems” and to educate consumers about the performance of vendors’ products. SPEC creates, maintains, distributes, and endorses a standardized set of application-oriented programs to be used as benchmarks. 489 490 CHAPTER 9 Overview of the SPEC Benchmarks 9.1 Historical Perspective Traditional benchmarks have failed to characterize the system performance of modern computer systems. Some of those benchmarks measure component-level performance, and some of the measurements are routinely published as system performance. Historically, vendors have characterized the performances of their systems in a variety of confusing metrics. In part, the confusion is due to a lack of credible performance information, agreement, and leadership among competing vendors. Many vendors characterize system performance in millions of instructions per second (MIPS) and millions of floating-point operations per second (MFLOPS). All instructions, however, are not equal. Since CISC machine instructions usually accomplish a lot more than those of RISC machines, comparing the instructions of a CISC machine and a RISC machine is similar to comparing Latin and Greek. 9.1.1 Simple CPU Benchmarks Truth in benchmarking is an oxymoron because vendors use benchmarks for marketing purposes. -
Chapter 3 CSE Implementation Issues
UvA-DARE (Digital Academic Repository) Studies in Interactive Visualization van Liere, R. Publication date 2001 Link to publication Citation for published version (APA): van Liere, R. (2001). Studies in Interactive Visualization. General rights It is not permitted to download or to forward/distribute the text or part of it without the consent of the author(s) and/or copyright holder(s), other than for strictly personal, individual use, unless the work is under an open content license (like Creative Commons). Disclaimer/Complaints regulations If you believe that digital publication of certain material infringes any of your rights or (privacy) interests, please let the Library know, stating your reasons. In case of a legitimate complaint, the Library will make the material inaccessible and/or remove it from the website. Please Ask the Library: https://uba.uva.nl/en/contact, or a letter to: Library of the University of Amsterdam, Secretariat, Singel 425, 1012 WP Amsterdam, The Netherlands. You will be contacted as soon as possible. UvA-DARE is a service provided by the library of the University of Amsterdam (https://dare.uva.nl) Download date:25 Sep 2021 Chapter 3 CSE Implementation Issues An overview of the CSE architecture was presented in Chapter 2. In this chapter a more in-depth discussion on the technical issues related to the design and implementation is given. 3.1 Design 3.1.1 Data Storage and Mappings A variable managed by the blackboard consists of a name, type, value, dimensions, and user defined attributes. Data is stored in the blackboard as an n-dimensional array (where n is0, 1, 2,...) containing elements of the same scalar type (e.g., 8-bit character, 32-bit integer). -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
20 Years of Opengl
20 Years of OpenGL Kurt Akeley © Copyright Khronos Group, 2010 - Page 1 So many deprecations! • Application-generated object names • Depth texture mode • Color index mode • Texture wrap mode • SL versions 1.10 and 1.20 • Texture borders • Begin / End primitive specification • Automatic mipmap generation • Edge flags • Fixed-function fragment processing • Client vertex arrays • Alpha test • Rectangles • Accumulation buffers • Current raster position • Pixel copying • Two-sided color selection • Auxiliary color buffers • Non-sprite points • Context framebuffer size queries • Wide lines and line stipple • Evaluators • Quad and polygon primitives • Selection and feedback modes • Separate polygon draw mode • Display lists • Polygon stipple • Hints • Pixel transfer modes and operation • Attribute stacks • Pixel drawing • Unified text string • Bitmaps • Token names and queries • Legacy pixel formats © Copyright Khronos Group, 2010 - Page 2 Technology and culture © Copyright Khronos Group, 2010 - Page 3 Technology © Copyright Khronos Group, 2010 - Page 4 OpenGL is an architecture Blaauw/Brooks OpenGL SGI Indy/Indigo/InfiniteReality Different IBM 360 30/40/50/65/75 NVIDIA GeForce, ATI implementations Amdahl Radeon, … Code runs equivalently on Top-level goal Compatibility all implementations Conformance tests, … It’s an architecture, whether Carefully planned, though Intentional design it was planned or not . mistakes were made Can vary amount of No feature subsetting Configuration resource (e.g., memory) Config attributes (e.g., FB) Not a formal -
3Dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli
3dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli Interviewed by: Shayne Hodge Recorded: July 29, 2013 Mountain View, California CHM Reference number: X6887.2013 © 2013 Computer History Museum 3dfx Oral History Panel Shayne Hodge: OK. My name is Shayne Hodge. This is July 29, 2013 at the afternoon in the Computer History Museum. We have with us today the founders of 3dfx, a graphics company from the 1990s of considerable influence. From left to right on the camera-- I'll let you guys introduce yourselves. Gary Tarolli: I'm Gary Tarolli. Scott Sellers: I'm Scott Sellers. Ross Smith: Ross Smith. Gordon Campbell: And Gordon Campbell. Hodge: And so why don't each of you take about a minute or two and describe your lives roughly up to the point where you need to say 3dfx to continue describing them. Tarolli: All right. Where do you want us to start? Hodge: Birth. Tarolli: Birth. Oh, born in New York, grew up in rural New York. Had a pretty uneventful childhood, but excelled at math and science. So I went to school for math at RPI [Rensselaer Polytechnic Institute] in Troy, New York. And there is where I met my first computer, a good old IBM mainframe that we were just talking about before [this taping], with punch cards. So I wrote my first computer program there and sort of fell in love with computer. So I became a computer scientist really. So I took all their computer science courses, went on to Caltech for VLSI engineering, which is where I met some people that influenced my career life afterwards. -
Quality Planning for Distributed Collaborative Multimedia Applications
Quality Planning for Distributed Collab orative Multimedia Applications PhD Thesis Mark Claypool Advisor John Riedl University of Minnesota Computer Science Department September Acknowledgements There are many p eople who have help ed me in this work either directly by adding their work to mine or indirectly by giving me vision and supp ort However ab ove all there are two p eople who deserve my deep est gratitude Professor John Riedl and my wife Ka jal As my advisor John has contributed to all levels of this thesis from guidance on writing C co de and English grammar rules to exp erimental design and data analysis to a rich exciting vision of computer science research Most imp ortantly he has provided motivation to p ersevere through the slow dicult parts of research motivation to pursue research problems that make a dierence in the world and motivation to pursue a career as a professor myself I hop e to emulate much of Johns style when I advise my future graduate students Equally imp ortant Ka jal has b een a pillar of strength and supp ort She has b een understanding of the uctuations in the demands on the time of a graduate student She has b een patient through the many years she worked to supp ort us while I was still in school working on this thesis She has b een inspirational when I was down ab out progress or down ab out some exp eriment results And her technical knowledge has provided me with nudges in the right direction when my research lacked fo cus I hop e I can b e as supp ortive of her during her PhD quest as she was -
Chris Trendall
Chris Trendall A thesis submitted in conformity with the requirements for the degree of Master of Science Graduate Department of Computer Science University of Toronto Copyright @ 2000 by Chris Trendall National Library Bibliotheque nationale 191 ,cana, du Canada Acquisitions and Acquisitions et Bibtiographic Services services bibliographiques 395 Wellington Street 395. rue Wdlingtm OttawaON KlAW OitewaON K1AW CaMda Canada The author has granted a non- L'auteur a accordé une licence non exclusive Licence allowing the exclusive permettant à la National Library of Canada to Bibliothèque nationale du Canada de reproduce, loan, dismbute or seii reproduire, prêter, distribuer ou copies of this thesis in microfonn, vendre des copies de cette thèse sous paper or electronic formats. la forme de microfiche/nlm, de reproduction sur papier ou sur format électronique. The author retains ownership of the L'auteur conserve la propriété du copyright in this thesis. Neither the droit d'auteur qui protège cette thèse. thesis nor substantial extracts fkom it Ni la thèse ni des extraits substantiels may be printed or otherwise de celle-ci ne doivent être imprimés reproduced without the author's ou autrement reproduits sans son permission. autorisation. Abstract Ray Tracing Refraction in Hardware Chris Trendall Master of Science Graduate Department of Computer Science University of Toronto 2000 Graphics hardware has begun to e-xhibit more general mathematical functionality, sug- gesting that a wider range of mathematical operations can be implemented in hardware. In order to explore what can and cannot be implemented in current hardware and to study necessary hardware functionality for even more general calculations, single inter- action ray - tracing is studied. -
Simulation of Turbulent Flow in Computer Graphics: Applications
Simulation of Turbulent Flow in Computer Graphics: Applications and Optimizations Ian Buck Princeton University, Department of Computer Science Indep endent Work for COS 397 Advisor : Perry R. Co ok www.cs.princeton.edu/~ ianbuck/turbulent January 5, 1998 Abstract The basis for the rst part of this work was to explore what is involved in simulating turbulent ow using an already existing mathematical mo del. This includes implementing a complete optimized C version of the mo del and simulating owmodelssuch as acoustical instruments. The second part of this work explores alternative metho ds of calculation for ow simulation using the graphics hardware as a mathematical engine. We present a few di erent metho ds to use the accelerated framebu er to p erform some of the calculations required in ow simulation. Part I Simulating Turbulent Flow 1 Intro duction Research in application of uid ow simulation has been an active topic in computer graphics for over a decade. Such visual e ects as simulated smoke, re, and liquids are all typically based on top of a mathematical mo del which graphics researchers have b een trying to improve through to day. There have been endless pap ers published in the ACM SIGGRAPH pro ceedings in '97, '95, '93, '91, '90, and continuing back through '86 with a pap er dedicated to how the swirling atmosphere of Jupiter was simulated for the movie \2010" (Yeager et al, 1986). The primary diculty in creating such visually stimulating e ects, suchas simple candle smoke isthatanintensive computational simulation is required. To provide results which app ear accurate, such calculations can b e extensive and quite slow. -
Indy™ Workstation Owner's Guide
Indy™ Workstation Owner’s Guide Document Number 007-9804-060 CONTRIBUTORS Written by Judy Muchowski and Amy Smith Illustrated by Maria Mortati and Dany Galgani Production by Cindy Stief © 1996, Silicon Graphics, Inc.— All Rights Reserved The contents of this document may not be copied or duplicated in any form, in whole or in part, without the prior written permission of Silicon Graphics, Inc. RESTRICTED RIGHTS LEGEND Use, duplication, or disclosure of the technical data contained in this document by the Government is subject to restrictions as set forth in subdivision (c) (1) (ii) of the Rights in Technical Data and Computer Software clause at DFARS 52.227-7013 and/or in similar or successor clauses in the FAR, or in the DOD or NASA FAR Supplement. Unpublished rights reserved under the Copyright Laws of the United States. Contractor/manufacturer is Silicon Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94043-1389. Silicon Graphics, IRIS, and the Silicon Graphics logo are registered trademarks, and Indigo Magic, Indy, IndyCam, Indy Presenter, IRIS InSight, and IRIX are trademarks of Silicon Graphics, Inc. Macintosh and ImageWriter are registered trademarks of Apple Computer, Inc. Spaceball is a trademark of Spatial Systems, Inc. UNIX is a registered trademark in the United States and other countries, licensed exclusively through X/Open Company, Ltd. PS/2 is a registered trademark of International Business Machines Corporation. Likeness of Albert Einstein used under license from The Roger Richman Agency, Inc., Beverly Hills, California. Caution: Use of Silicon Graphics® products for the unauthorized copying, modification, distribution, or creation of derivative works from copyrighted works such as images, photographs, text, drawings, films, videotapes, music, sound recordings, recorded performances, or portions thereof, may violate applicable copyright laws. -
História, Vývoj a Praktické Uplatnenie Vizuálnych Efektov V Súčastnosti
VYSOKÁ ŠKOLA MÚZICKÝCH UMENÍ FILMOVÁ A TELEVÍZNA FAKULTA Ateliér vizuálnych efektov História, vývoj a praktické uplatnenie vizuálnych efektov v súčastnosti. BAKALÁRSKA PRÁCA Vypracoval: Jozef Janík Vedúci práce: Mgr. Art. Marián Villaris Bratislava 2015 VYSOKÁ ŠKOLA MÚZICKÝCH UMENÍ FILMOVÁ A TELEVÍZNA FAKULTA Ateliér vizuálnych efektov História, vývoj a praktické uplatnenie vizuálnych efektov v súčastnosti. BAKALÁRSKA PRÁCA Ateliér vizuálnych efektov Školiteľ: Konzultant: V Bratislave 01. 01. 2015 Jozef Janík Čestné prehlásenie: Prehlasujem, že som túto bakalársku prácu vypracoval samostatne a že som uviedol všetky informačné zdroje. V Bratislave dňa 01.01. 2015 ...................................... Jozef Janík Poďakovanie: Touto cestou vyslovujem poďakovanie pánovi Mgr. Art. Mariánovi Villarisovi za pomoc, odborné vedenie, cenné rady a pripomienky pri vypracovaní mojej bakalárskej práce. V Bratislave dňa............................... ........................................ podpis študenta VYSOKÁ ŠKOLA MÚZICKÝCH UMENÍ, FILMOVÁ A TELEVÍZNA FAKULTA, ATELIÉR VIZUÁLNYCH EFEKTOV ABSTRAKT JANÍK, Jozef: História, vývoj a praktické uplatnenie vizuálnych efektov v súčastnosti. [Bakalárska práca]. – Vysoká škola múzických umení. Filmová a televízna fakulta. Ateliér vizuálnych efek- tov. Vedúci práce: Mgr. art. Marian Villaris. Oponent: Ing. Ladislav Dedík. Vysoká škola múzických umení. 2015. Počet strán: 32. Bakalárska práca sa venuje histórii a vývoju vizuálnych efektov v minulosti a porovnáva ich s postupmi, ktoré sa používajú v súčasnosti. -
5.3.1 Chyby Na SGI O2
VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMAČNÍCH TECHNOLOGIÍ ÚSTAV INFORMAČNÍCH SYSTÉMŮ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF INFORMATION SYSTEMS TESTOVÁNÍ PAMĚTI NA ARCHITEKTUŘE SGI/MIPS BAKALÁŘSKÁ PRÁCE BACHELOR‘S THESIS AUTOR PRÁCE Karol Rydlo AUTHOR BRNO 2009 VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMAČNÍCH TECHNOLOGIÍ ÚSTAV POČÍTAČOVÝCH SYSTÉMŮ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER SYSTEMS TESTOVÁNÍ PAMĚTI NA ARCHITEKTUŘE SGI/MIPS MEMORY TESTING ON SGI/MIPS ARCHITECTIRE BAKALÁŘSKÁ PRÁCE BACHELOR‘S THESIS AUTOR PRÁCE Karol Rydlo AUTHOR VEDOUCÍ PRÁCE Ing. Tomáš Kašpárek SUPERVISOR BRNO 2009 Abstrakt Moje bakalářská práce se zabývá zprovozněním a vytvořením vlastních testů paměti na grafických stanicích SGI O2, což sebou přináší seznámení se s architekturou procesorů MIPS a pokouší se najít ideální prostředí pro provádění těchto testů. S tím úzce souvisí hledání vhodného způsobu spouštění a překladu aplikací pro stanice SGI O2, kde se zabývá také využitím křížových kompilátorů. Abstract Work is engaged in making solution for creating own memory tests on graphical station SGI O2. This thesis produces work on MIPS processor architecture and it try to find the ideal environments for testing memory and with it is nearly related looking for chances of start and compile application for SGI O2. Part of my thesis is also target using cross-compilers, for effective and useful work with program for other architecture. Klíčová slova Testování paměti, RAM, -
Realtime Computer Graphics on Gpus Introduction
Real-time Algorithms Programmable Pipeline History Summary Realtime Computer Graphics on GPUs Introduction Jan Kolomazn´ık Department of Software and Computer Science Education Faculty of Mathematics and Physics Charles University in Prague March 3, 2021 1 / 55 Real-time Algorithms Programmable Pipeline History Summary Real-time Algorithms 2 / 55 Real-time Algorithms Programmable Pipeline History Summary REAL-TIME ALGORITHMS I Time Constrains: I Hard limit I Soft limit I CG examples: I Video frame rate I Cinema – 24 Hz I TV – 25 (50) Hz, 30 (60) Hz I Video games – 30–60 Hz I Virtual reality – frame rate doubled I Haptic rendering – 1 kHz 3 / 55 Real-time Algorithms Programmable Pipeline History Summary REAL-TIME ALGORITHMS I Time Constrains: I Hard limit I Soft limit I CG examples: I Video frame rate I Cinema – 24 Hz I TV – 25 (50) Hz, 30 (60) Hz I Video games – 30–60 Hz I Virtual reality – frame rate doubled I Haptic rendering – 1 kHz 4 / 55 Real-time Algorithms Programmable Pipeline History Summary REAL-TIME ALGORITHMS I Time Constrains: I Hard limit I Soft limit I CG examples: I Video frame rate I Cinema – 24 Hz I TV – 25 (50) Hz, 30 (60) Hz I Video games – 30–60 Hz I Virtual reality – frame rate doubled I Haptic rendering – 1 kHz 5 / 55 Real-time Algorithms Programmable Pipeline History Summary REAL-TIME ALGORITHMS I Time Constrains: I Hard limit I Soft limit I CG examples: I Video frame rate I Cinema – 24 Hz I TV – 25 (50) Hz, 30 (60) Hz I Video games – 30–60 Hz I Virtual reality – frame rate doubled I Haptic rendering – 1 kHz 6 / 55 Real-time Algorithms Programmable Pipeline History Summary REAL-TIME ALGORITHMS I Time Constrains: I Hard limit I Soft limit I CG examples: I Video frame rate I Cinema – 24 Hz I TV – 25 (50) Hz, 30 (60) Hz I Video games – 30–60 Hz I Virtual reality – frame rate doubled I Haptic rendering – 1 kHz 7 / 55 Real-time Algorithms Programmable Pipeline History Summary HOW TO ACHIEVE SPEED I Optimal algorithm (time complexity ?) I Approximations vs.