Tim Sweeney Epic Games [email protected]
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High End Visualization with Scalable Display System
HIGH END VISUALIZATION WITH SCALABLE DISPLAY SYSTEM Dinesh M. Sarode*, Bose S.K.*, Dhekne P.S.*, Venkata P.P.K.*, Computer Division, Bhabha Atomic Research Centre, Mumbai, India Abstract display, then the large number of pixels shows the picture Today we can have huge datasets resulting from in greater details and interaction with it enables the computer simulations (CFD, physics, chemistry etc) and greater insight in understanding the data. However, the sensor measurements (medical, seismic and satellite). memory constraints, lack of the rendering power and the There is exponential growth in computational display resolution offered by even the most powerful requirements in scientific research. Modern parallel graphics workstation makes the visualization of this computers and Grid are providing the required magnitude difficult or impossible. computational power for the simulation runs. The rich While the cost-performance ratio for the component visualization is essential in interpreting the large, dynamic based on semiconductor technologies doubling in every data generated from these simulation runs. The 18 months or beyond that for graphics accelerator cards, visualization process maps these datasets onto graphical the display resolution is lagging far behind. The representations and then generates the pixel resolutions of the displays have been increasing at an representation. The large number of pixels shows the annual rate of 5% for the last two decades. The ability to picture in greater details and interaction with it enables scale the components: graphics accelerator and display by the greater insight on the part of user in understanding the combining them is the most cost-effective way to meet data more quickly, picking out small anomalies that could the ever-increasing demands for high resolution. -
The Case for Hardware Transactional Memory
Lecture 20: Transactional Memory CMU 15-418: Parallel Computer Architecture and Programming (Spring 2012) Giving credit ▪ Many of the slides in today’s talk are the work of Professor Christos Kozyrakis (Stanford University) (CMU 15-418, Spring 2012) Raising level of abstraction for synchronization ▪ Machine-level synchronization prims: - fetch-and-op, test-and-set, compare-and-swap ▪ We used these primitives to construct higher level, but still quite basic, synchronization prims: - lock, unlock, barrier ▪ Today: - transactional memory: higher level synchronization (CMU 15-418, Spring 2012) What you should know ▪ What a transaction is ▪ The difference between the atomic construct and locks ▪ Design space of transactional memory implementations - data versioning policy - con"ict detection policy - granularity of detection ▪ Understand HW implementation of transaction memory (consider how it relates to coherence protocol implementations we’ve discussed in the past) (CMU 15-418, Spring 2012) Example void deposit(account, amount) { lock(account); int t = bank.get(account); t = t + amount; bank.put(account, t); unlock(account); } ▪ Deposit is a read-modify-write operation: want “deposit” to be atomic with respect to other bank operations on this account. ▪ Lock/unlock pair is one mechanism to ensure atomicity (ensures mutual exclusion on the account) (CMU 15-418, Spring 2012) Programming with transactional memory void deposit(account, amount){ void deposit(account, amount){ lock(account); atomic { int t = bank.get(account); int t = bank.get(account); t = t + amount; t = t + amount; bank.put(account, t); bank.put(account, t); unlock(account); } } } nDeclarative synchronization nProgrammers says what but not how nNo explicit declaration or management of locks nSystem implements synchronization nTypically with optimistic concurrency nSlow down only on true con"icts (R-W or W-W) (CMU 15-418, Spring 2012) Declarative vs. -
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 -
Robust Architectural Support for Transactional Memory in the Power Architecture
Robust Architectural Support for Transactional Memory in the Power Architecture Harold W. Cain∗ Brad Frey Derek Williams IBM Research IBM STG IBM STG Yorktown Heights, NY, USA Austin, TX, USA Austin, TX, USA [email protected] [email protected] [email protected] Maged M. Michael Cathy May Hung Le IBM Research IBM Research (retired) IBM STG Yorktown Heights, NY, USA Yorktown Heights, NY, USA Austin, TX, USA [email protected] [email protected] [email protected] ABSTRACT in current p795 systems, with 8 TB of DRAM), as well as On the twentieth anniversary of the original publication [10], strengths in RAS that differentiate it in the market, adding following ten years of intense activity in the research lit- TM must not compromise any of these virtues. A robust erature, hardware support for transactional memory (TM) system is one that is sturdy in construction, a trait that has finally become a commercial reality, with HTM-enabled does not usually come to mind in respect to HTM systems. chips currently or soon-to-be available from many hardware We structured TM to work in harmony with features that vendors. In this paper we describe architectural support for support the architecture's scalability. Our goal has been to TM provide a comprehensive programming environment includ- TM added to a future version of the Power ISA . Two im- ing support for simple system calls and debug aids, while peratives drove the development: the desire to complement providing a robust (in the sense of "no surprises") execu- our weakly-consistent memory model with a more friendly tion environment with reasonably consistent performance interface to simplify the development and porting of multi- and without unexpected transaction failures.2 TM must be threaded applications, and the need for robustness beyond usable throughout the system stack: in hypervisors, oper- that of some early implementations. -
Leveraging Modern Multi-Core Processor Features to Efficiently
LEVERAGING MODERN MULTI-CORE PROCESSORS FEATURES TO EFFICIENTLY DEAL WITH SILENT ERRORS, AUGUST 2017 1 Leveraging Modern Multi-core Processor Features to Efficiently Deal with Silent Errors Diego Perez´ ∗, Thomas Roparsz, Esteban Meneses∗y ∗School of Computing, Costa Rica Institute of Technology yAdvanced Computing Laboratory, Costa Rica National High Technology Center zUniv. Grenoble Alpes, CNRS, Grenoble INP ' , LIG, F-38000 Grenoble France Abstract—Since current multi-core processors are more com- about 200% of resource overhead [3]. Recent contributions [1] plex systems on a chip than previous generations, some transient [4] tend to show that checkpointing techniques provide the errors may happen, go undetected by the hardware and can best compromise between transparency for the developer and potentially corrupt the result of an expensive calculation. Because of that, techniques such as Instruction Level Redundancy or efficient resource usage. In theses cases only one extra copy checkpointing are utilized to detect and correct these soft errors; is executed, which is enough to detect the error. But, still the however these mechanisms are highly expensive, adding a lot technique remains expensive with about 100% of overhead. of resource overhead. Hardware Transactional Memory (HTM) To reduce this overhead, some features provided by recent exposes a very convenient and efficient way to revert the state of processors, such as hardware-managed transactions, Hyper- a core’s cache, which can be utilized as a recovery technique. An experimental prototype has been created that uses such feature Threading and memory protection extensions, could be great to recover the previous state of the calculation when a soft error opportunities to implement efficient error detection and recov- has been found. -
Lecture 21: Transactional Memory
Lecture 21: Transactional Memory • Topics: Hardware TM basics, different implementations 1 Transactions • New paradigm to simplify programming . instead of lock-unlock, use transaction begin-end . locks are blocking, transactions execute speculatively in the hope that there will be no conflicts • Can yield better performance; Eliminates deadlocks • Programmer can freely encapsulate code sections within transactions and not worry about the impact on performance and correctness (for the most part) • Programmer specifies the code sections they’d like to see execute atomically – the hardware takes care of the rest (provides illusion of atomicity) 2 Transactions • Transactional semantics: . when a transaction executes, it is as if the rest of the system is suspended and the transaction is in isolation . the reads and writes of a transaction happen as if they are all a single atomic operation . if the above conditions are not met, the transaction fails to commit (abort) and tries again transaction begin read shared variables arithmetic write shared variables transaction end 3 Example Producer-consumer relationships – producers place tasks at the tail of a work-queue and consumers pull tasks out of the head Enqueue Dequeue transaction begin transaction begin if (tail == NULL) if (head->next == NULL) update head and tail update head and tail else else update tail update head transaction end transaction end With locks, neither thread can proceed in parallel since head/tail may be updated – with transactions, enqueue and dequeue can proceed in parallel -
Order Independent Transparency in Opengl 4.X Christoph Kubisch – [email protected] TRANSPARENT EFFECTS
Order Independent Transparency In OpenGL 4.x Christoph Kubisch – [email protected] TRANSPARENT EFFECTS . Photorealism: – Glass, transmissive materials – Participating media (smoke...) – Simplification of hair rendering . Scientific Visualization – Reveal obscured objects – Show data in layers 2 THE CHALLENGE . Blending Operator is not commutative . Front to Back . Back to Front – Sorting objects not sufficient – Sorting triangles not sufficient . Very costly, also many state changes . Need to sort „fragments“ 3 RENDERING APPROACHES . OpenGL 4.x allows various one- or two-pass variants . Previous high quality approaches – Stochastic Transparency [Enderton et al.] – Depth Peeling [Everitt] 3 peel layers – Caveat: Multiple scene passes model courtesy of PTC required Peak ~84 layers 4 RECORD & SORT 4 2 3 1 . Render Opaque – Depth-buffer rejects occluded layout (early_fragment_tests) in; fragments 1 2 3 . Render Transparent 4 – Record color + depth uvec2(packUnorm4x8 (color), floatBitsToUint (gl_FragCoord.z) ); . Resolve Transparent 1 2 3 4 – Fullscreen sort & blend per pixel 4 2 3 1 5 RESOLVE . Fullscreen pass uvec2 fragments[K]; // encodes color and depth – Not efficient to globally sort all fragments per pixel n = load (fragments); sort (fragments,n); – Sort K nearest correctly via vec4 color = vec4(0); register array for (i < n) { blend (color, fragments[i]); – Blend fullscreen on top of } framebuffer gl_FragColor = color; 6 TAIL HANDLING . Tail Handling: – Discard Fragments > K – Blend below sorted and hope error is not obvious [Salvi et al.] . Many close low alpha values are problematic . May not be frame- coherent (flicker) if blend is not primitive- ordered K = 4 K = 4 K = 16 Tailblend 7 RECORD TECHNIQUES . Unbounded: – Record all fragments that fit in scratch buffer – Find & Sort K closest later + fast record - slow resolve - out of memory issues 8 HOW TO STORE . -
Practical Enclave Malware with Intel SGX
Practical Enclave Malware with Intel SGX Michael Schwarz, Samuel Weiser, Daniel Gruss Graz University of Technology Abstract. Modern CPU architectures offer strong isolation guarantees towards user applications in the form of enclaves. However, Intel's threat model for SGX assumes fully trusted enclaves and there doubt about how realistic this is. In particular, it is unclear to what extent enclave malware could harm a system. In this work, we practically demonstrate the first enclave malware which fully and stealthily impersonates its host application. Together with poorly-deployed application isolation on per- sonal computers, such malware can not only steal or encrypt documents for extortion but also act on the user's behalf, e.g., send phishing emails or mount denial-of-service attacks. Our SGX-ROP attack uses new TSX- based memory-disclosure primitive and a write-anything-anywhere prim- itive to construct a code-reuse attack from within an enclave which is then inadvertently executed by the host application. With SGX-ROP, we bypass ASLR, stack canaries, and address sanitizer. We demonstrate that instead of protecting users from harm, SGX currently poses a se- curity threat, facilitating so-called super-malware with ready-to-hit ex- ploits. With our results, we demystify the enclave malware threat and lay ground for future research on defenses against enclave malware. Keywords: Intel SGX, Trusted Execution Environments, Malware 1 Introduction Software isolation is a long-standing challenge in system security, especially if parts of the system are considered vulnerable, compromised, or malicious [24]. Recent isolated-execution technology such as Intel SGX [23] can shield software modules via hardware protected enclaves even from privileged kernel malware. -
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. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Best Practice for Mobile
If this doesn’t look familiar, you’re in the wrong conference 1 This section of the course is about the ways that mobile graphics hardware works, and how to work with this hardware to get the best performance. The focus here is on the Vulkan API because the explicit nature exposes the hardware, but the principles apply to other programming models. There are ways of getting better mobile efficiency by reducing what you’re drawing: running at lower frame rate or resolution, only redrawing what and when you need to, etc.; we’ve addressed those in previous years and you can find some content on the course web site, but this time the focus is on high-performance 3D rendering. Those other techniques still apply, but this talk is about how to keep the graphics moving and assuming you’re already doing what you can to reduce your workload. 2 Mobile graphics processing units are usually fundamentally different from classical desktop designs. * Mobile GPUs mostly (but not exclusively) use tiling, desktop GPUs tend to use immediate-mode renderers. * They use system RAM rather than dedicated local memory and a bus connection to the GPU. * They have multiple cores (but not so much hyperthreading), some of which may be optimised for low power rather than performance. * Vulkan and similar APIs make these features more visible to the developer. Here, we’re mostly using Vulkan for examples – but the architectural behaviour applies to other APIs. 3 Let’s start with the tiled renderer. There are many approaches to tiling, even within a company. -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms.