GPU Architecture and Other Shading Languages GPU Architecture
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GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
Conservation Cores: Reducing the Energy of Mature Computations
Conservation Cores: Reducing the Energy of Mature Computations Ganesh Venkatesh Jack Sampson Nathan Goulding Saturnino Garcia Vladyslav Bryksin Jose Lugo-Martinez Steven Swanson Michael Bedford Taylor Department of Computer Science & Engineering University of California, San Diego fgvenkatesh,jsampson,ngouldin,sat,vbryksin,jlugomar,swanson,[email protected] Abstract power. Consequently, the rate at which we can switch transistors Growing transistor counts, limited power budgets, and the break- is far outpacing our ability to dissipate the heat created by those down of voltage scaling are currently conspiring to create a utiliza- transistors. tion wall that limits the fraction of a chip that can run at full speed The result is a technology-imposed utilization wall that limits at one time. In this regime, specialized, energy-efficient processors the fraction of the chip we can use at full speed at one time. Our experiments with a 45 nm TSMC process show that we can can increase parallelism by reducing the per-computation power re- 2 quirements and allowing more computations to execute under the switch less than 7% of a 300mm die at full frequency within an same power budget. To pursue this goal, this paper introduces con- 80W power budget. ITRS roadmap projections and CMOS scaling servation cores. Conservation cores, or c-cores, are specialized pro- theory suggests that this percentage will decrease to less than 3.5% cessors that focus on reducing energy and energy-delay instead of in 32 nm, and will continue to decrease by almost half with each increasing performance. This focus on energy makes c-cores an ex- process generation—and even further with 3-D integration. -
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 -
Developer Tools Showcase
Developer Tools Showcase Randy Fernando Developer Tools Product Manager NVISION 2008 Software Content Creation Performance Education Development FX Composer Shader PerfKit Conference Presentations Debugger mental mill PerfHUD Whitepapers Artist Edition Direct3D SDK PerfSDK GPU Programming Guide NVIDIA OpenGL SDK Shader Library GLExpert Videos CUDA SDK NV PIX Plug‐in Photoshop Plug‐ins Books Cg Toolkit gDEBugger GPU Gems 3 Texture Tools NVSG GPU Gems 2 Melody PhysX SDK ShaderPerf GPU Gems PhysX Plug‐Ins PhysX VRD PhysX Tools The Cg Tutorial NVIDIA FX Composer 2.5 The World’s Most Advanced Shader Authoring Environment DirectX 10 Support NVIDIA Shader Debugger Support ShaderPerf 2.0 Integration Visual Models & Styles Particle Systems Improved User Interface Particle Systems All-New Start Page 350Z Sample Project Visual Models & Styles Other Major Features Shader Creation Wizard Code Editor Quickly create common shaders Full editor with assisted Shader Library code generation Hundreds of samples Properties Panel Texture Viewer HDR Color Picker Materials Panel View, organize, and apply textures Even More Features Automatic Light Binding Complete Scripting Support Support for DirectX 10 (Geometry Shaders, Stream Out, Texture Arrays) Support for COLLADA, .FBX, .OBJ, .3DS, .X Extensible Plug‐in Architecture with SDK Customizable Layouts Semantic and Annotation Remapping Vertex Attribute Packing Remote Control Capability New Sample Projects 350Z Visual Styles Atmospheric Scattering DirectX 10 PCSS Soft Shadows Materials Post‐Processing Simple Shadows -
Real-Time Rendering Techniques with Hardware Tessellation
Volume 34 (2015), Number x pp. 0–24 COMPUTER GRAPHICS forum Real-time Rendering Techniques with Hardware Tessellation M. Nießner1 and B. Keinert2 and M. Fisher1 and M. Stamminger2 and C. Loop3 and H. Schäfer2 1Stanford University 2University of Erlangen-Nuremberg 3Microsoft Research Abstract Graphics hardware has been progressively optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on-the-fly within the GPU’s rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well- established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly-detailed surfaces in real-time. 1. Introduction Hardware tessellation has attained widespread use in computer games for displaying highly-detailed, possibly an- Graphics hardware originated with the goal of efficiently imated, objects. In the animation industry, where displaced rendering geometric surfaces. GPUs achieve high perfor- subdivision surfaces are the typical modeling and rendering mance by using a pipeline where large components are per- primitive, hardware tessellation has also been identified as a formed independently and in parallel. -
Nvidia® Gelato™ 1.0 Hardware
NVIDIA GELATO PRODUCT OVERVIEW APRIL04v01 NVIDIA® GELATO™ 1.0 HARDWARE- Key to this doctrine of no compromises is Gelato’s new shading language incorporates a ACCELERATED FINAL-FRAME RENDERER Gelato’s use of NVIDIA graphics hardware. simple and streamlined syntax based on C, Gelato is breakthrough, rendering software Gelato uses the NVIDIA Quadro FX as a second making it familiar and easy for most from NVIDIA, designed with a new architecture floating-point processor, taking advantage of programmers to learn and allowing for state- that leverages advances in mainstream graphics the 3D engine in ways far beyond gameplay. of-the-art shader-specific types and hardware to accelerate film-quality rendering. Gelato is one of the first in a wave of software functions. Gelato ships with an extensive This software renderer takes advantage of the applications that use the graphics hardware as set of shader libraries and examples. programmability, precision, performance, and an off-line processor, a “floating-point Gelato is available with a world-class quality of NVIDIA Quadro® FX professional supercomputer on a chip,” and not simply to support package, backed by NVIDIA, graphics solutions to render imagery of manage the display. the global leader in 3D graphics. uncompromising quality at unheard-of speeds. FAST AND GETTING FASTER The annual support package includes Gelato offers all the features film and television all product updates and upgrades. customers demand today and is flexible and Gelato unleashes the processing power of the extensible enough to satisfy their future graphics hardware that currently sits idle on LOOKING TO THE FUTURE requirements. -
Slang: Language Mechanisms for Extensible Real-Time Shading Systems
Slang: language mechanisms for extensible real-time shading systems YONG HE, Carnegie Mellon University KAYVON FATAHALIAN, Stanford University TIM FOLEY, NVIDIA Designers of real-time rendering engines must balance the conicting goals and GPU eciently, and minimizing CPU overhead using the new of maintaining clear, extensible shading systems and achieving high render- parameter binding model oered by the modern Direct3D 12 and ing performance. In response, engine architects have established eective de- Vulkan graphics APIs. sign patterns for authoring shading systems, and developed engine-specic To help navigate the tension between performance and maintain- code synthesis tools, ranging from preprocessor hacking to domain-specic able/extensible code, engine architects have established eective shading languages, to productively implement these patterns. The problem is design patterns for authoring shading systems, and developed code that proprietary tools add signicant complexity to modern engines, lack ad- vanced language features, and create additional challenges for learning and synthesis tools, ranging from preprocessor hacking, to metapro- adoption. We argue that the advantages of engine-specic code generation gramming, to engine-proprietary domain-specic languages (DSLs) tools can be achieved using the underlying GPU shading language directly, [Tatarchuk and Tchou 2017], for implementing these patterns. For provided the shading language is extended with a small number of best- example, the idea of shader components [He et al. 2017] was recently practice principles from modern, well-established programming languages. presented as a pattern for achieving both high rendering perfor- We identify that adding generics with interface constraints, associated types, mance and maintainable code structure when specializing shader and interface/structure extensions to existing C-like GPU shading languages code to coarse-grained features such as a surface material pattern or enables real-time renderer developers to build shading systems that are a tessellation eect. -
NVIDIA Quadro P620
UNMATCHED POWER. UNMATCHED CREATIVE FREEDOM. NVIDIA® QUADRO® P620 Powerful Professional Graphics with FEATURES > Four Mini DisplayPort 1.4 Expansive 4K Visual Workspace Connectors1 > DisplayPort with Audio The NVIDIA Quadro P620 combines a 512 CUDA core > NVIDIA nView® Desktop Pascal GPU, large on-board memory and advanced Management Software display technologies to deliver amazing performance > HDCP 2.2 Support for a range of professional workflows. 2 GB of ultra- > NVIDIA Mosaic2 fast GPU memory enables the creation of complex 2D > Dedicated hardware video encode and decode engines3 and 3D models and a flexible single-slot, low-profile SPECIFICATIONS form factor makes it compatible with even the most GPU Memory 2 GB GDDR5 space and power-constrained chassis. Support for Memory Interface 128-bit up to four 4K displays (4096x2160 @ 60 Hz) with HDR Memory Bandwidth Up to 80 GB/s color gives you an expansive visual workspace to view NVIDIA CUDA® Cores 512 your creations in stunning detail. System Interface PCI Express 3.0 x16 Quadro cards are certified with a broad range of Max Power Consumption 40 W sophisticated professional applications, tested by Thermal Solution Active leading workstation manufacturers, and backed by Form Factor 2.713” H x 5.7” L, a global team of support specialists, giving you the Single Slot, Low Profile peace of mind to focus on doing your best work. Display Connectors 4x Mini DisplayPort 1.4 Whether you’re developing revolutionary products or Max Simultaneous 4 direct, 4x DisplayPort telling spectacularly vivid visual stories, Quadro gives Displays 1.4 Multi-Stream you the performance to do it brilliantly. -
FCM 61 Italiano
Full Circle LA RIVISTA INDIPENDENTE PER LA COMUNITÀ LINUX UBUNTU Numero #61 - Maggio 2012 AUDIO FLUX NUOVA SEZIONE MUSICA GRATIS IN CC foto: downhilldom1984 (Flickr.com) CCOOPPIIAA EE CCOODDIIFFIICCAA DDII DDVVDD QQUUAATTTTRROO SSIISSTTEEMMII CCRROONNOOMMEETTRRAATTII EE PPRROOVVAATTII full circle magazine n.61 1 Full Circle magazine non è affiliata né sostenuta da Canonical Ltd. indice ^ HowTo Full Circle Opinioni LA RIVISTA INDIPENDENTE PER LA COMUNITÀ LINUX UBUNTU Python-Parte33 p.07 Rubriche LaMiaStoria p.38 UsareilcomandoTOP p.10 NotizieLinux p.04 AudioFlux p.52 LaMiaOpinione p.42 VirtualBoxNetworking p.15 Comanda&Conquista p.05 GiochiUbuntu p.53 IoPensoChe... p.43 GIMP-BeanstalkParte 2 p.21 LinuxLabs p.29 D&R p.50 RecensioneLibro p.45 Torna Prossimo Mese Inkscape-Parte1 p.24 DonneUbuntu p.XX Chiuderele«Finestre» p.32 Lettere p.46 Grafica Gli articoli contenuti in questa rivista sono stati rilasciati sotto la licenza Creative Commons Attribuzione - Non commerciale - Condividi allo stesso modo 3.0. Ciò significa che potete adattare, copiare, distribuire e inviare gli articoli ma solo sotto le seguenti condizioni: dovete attribuire il lavoro all'autore originale in una qualche forma (almeno un nome, un'email o un indirizzo Internet) e a questa rivista col suo nome ("Full Circle Magazine") e con il suo indirizzo Internet www.fullcirclemagazine.org (ma non attribuire il/gli articolo/i in alcun modo che lasci intendere che gli autori e la rivista abbiano esplicitamente autorizzato voi o l'uso che fate dell'opera). Se alterate, trasformate o create un'opera su questo lavoro dovete distribuire il lavoro risultante con la stessa licenza o una simile o compatibile. -
Opengl Shading Languag 2Nd Edition (Orange Book)
OpenGL® Shading Language, Second Edition By Randi J. Rost ............................................... Publisher: Addison Wesley Professional Pub Date: January 25, 2006 Print ISBN-10: 0-321-33489-2 Print ISBN-13: 978-0-321-33489-3 Pages: 800 Table of Contents | Index "As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes!" Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader- writers get started, but with enough deep information for the 'old hands.'" Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSLwell written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference." John Carey, Chief Technology Officer, C.O.R.E. -
Nvidia Quadro T1000
NVIDIA professional laptop GPUs power the world’s most advanced thin and light mobile workstations and unique compact devices to meet the visual computing needs of professionals across a wide range of industries. The latest generation of NVIDIA RTX professional laptop GPUs, built on the NVIDIA Ampere architecture combine the latest advancements in real-time ray tracing, advanced shading, and AI-based capabilities to tackle the most demanding design and visualization workflows on the go. With the NVIDIA PROFESSIONAL latest graphics technology, enhanced performance, and added compute power, NVIDIA professional laptop GPUs give designers, scientists, and artists the tools they need to NVIDIA MOBILE GRAPHICS SOLUTIONS work efficiently from anywhere. LINE CARD GPU SPECIFICATIONS PERFORMANCE OPTIONS 2 1 ® / TXAA™ Anti- ® ™ 3 4 * 5 NVIDIA FXAA Aliasing Manager NVIDIA RTX Desktop Support Vulkan NVIDIA Optimus NVIDIA CUDA NVIDIA RT Cores Cores Tensor GPU Memory Memory Bandwidth* Peak Memory Type Memory Interface Consumption Max Power TGP DisplayPort Open GL Shader Model DirectX PCIe Generation Floating-Point Precision Single Peak)* (TFLOPS, Performance (TFLOPS, Performance Tensor Peak) Gen MAX-Q Technology 3rd NVENC / NVDEC Processing Cores Processing Laptop GPUs 48 (2nd 192 (3rd NVIDIA RTX A5000 6,144 16 GB 448 GB/s GDDR6 256-bit 80 - 165 W* 1.4 4.6 7.0 12 Ultimate 4 21.7 174.0 Gen) Gen) 40 (2nd 160 (3rd NVIDIA RTX A4000 5,120 8 GB 384 GB/s GDDR6 256-bit 80 - 140 W* 1.4 4.6 7.0 12 Ultimate 4 17.8 142.5 Gen) Gen) 32 (2nd 128 (3rd NVIDIA RTX A3000