1 GDV 1 - Part I Classical Computer Graphics Graphics Pipeline: • Colors – color spaces • Transformations – affine / projection • Lighting – Gouraud / Phong • Texture mapping / Anti aliasing • Clipping • Rasterization GDV 1 - Part II Real-Time Graphics + Animation 14. Jan Programmable graphics hardware 21. Jan Real-time rendering techniques 28. Jan Terrain Visualization Flytastic 4. Feb Introduction to Animation Hardware Architectures and Programmable Graphics Engines HW and Programmable GE 4 Today • Graphics Hardware – Evolution – Architecture Example • Graphics Programming – Vertex Programs – Fragment Programs – Cg – C for Graphics
14
Embed
GDV 1 - Part II - cgl.ethz.ch · 5 HW and Programmable GE 17 GPU Architecture (GeForce 6800) HW and Programmable GE 18 GPU Architecture (GeForce 6800) • Advanced vertex/fragment
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
1
GD
V 1 -
Pa
rt IC
lassica
l Co
mp
uter G
rap
hics
Graphics Pipeline:
•C
olo
rs –co
lor sp
aces
•T
ran
sform
atio
ns –
affin
e / pro
jectio
n
•Lig
htin
g –
Go
ura
ud
/ Ph
on
g
•T
extu
re m
ap
pin
g / A
nti a
liasin
g
•C
lipp
ing
•R
asteriza
tion
GD
V 1 -
Pa
rt IIR
eal-T
ime G
rap
hics +
An
ima
tion
14. Ja
nP
rog
ram
ma
ble
gra
ph
ics ha
rdw
are
21. Jan
Rea
l-time
rend
ering
tech
niq
ue
s
28. Ja
nT
errain
Visu
aliza
tion
Flytastic
4. Feb
Intro
du
ction
toA
nim
atio
n
Ha
rdw
are A
rchitectu
res an
d
Pro
gra
mm
ab
le Gra
ph
ics Eng
ines
HW
an
d P
rogra
mm
ab
le GE 4
To
da
y
•G
rap
hics H
ard
wa
re
–E
volu
tion
–A
rchite
cture
Ex
am
ple
•G
rap
hics P
rog
ram
min
g
–V
ertex
Pro
gra
ms
–Fra
gm
en
t Pro
gra
ms
–C
g –
C fo
r Gra
ph
ics
2
HW
an
d P
rogra
mm
ab
le GE 5
Evolu
tion
of G
rap
hics
Ha
rdw
are (1)
First successful3D
accelerator for PCs
HW
an
d P
rogra
mm
ab
le GE 6
Evolu
tion
of G
rap
hics
Ha
rdw
are (2)
Two survivors
HW
an
d P
rogra
mm
ab
le GE 7
Evolu
tion
of G
rap
hics
Ha
rdw
are (3)
•N
Vid
ia(w
ww
.nvid
ia.co
m)
NV1 (1995)
GeForce
6800 (2004)
= 1 huge GPU
+ Vent
HW
an
d P
rogra
mm
ab
le GE 8
Evolu
tion
of G
rap
hics
Ha
rdw
are (4
)
•A
TI (w
ww
.ati.co
m)
3D Rage (1995)
Radeonx850 (2004)
= 1 huge GPU
+ Vent
3
HW
an
d P
rogra
mm
ab
le GE 9
Wh
ere to evo
lve?
•P
erfo
rma
nce
–T
rian
gles / sec.
–P
ixe
l frag
men
ts / sec.
•Fe
atu
res
–P
rog
ram
ma
ble
sha
din
g (ve
rtex, fra
gm
en
t)
–T
ex
ture m
ap
pin
g (sh
ad
ow
s, bu
mp
s, disp
lacem
en
ts)
–Fu
ll-scene a
nti-a
liasin
g
•Q
ua
lity–
Nu
me
rical p
recision
(8-b
it integ
er →6
4 b
it floa
t)
–Im
ag
e Filters
HW
an
d P
rogra
mm
ab
le GE 10
Mo
ore’s La
w
•E
xp
on
en
tial g
row
th in
nu
mb
er o
f tran
sistors
(Go
rdo
n M
oo
re, 196
5)
•D
ou
ble
s eve
ry 18 m
on
ths (h
old
s for C
PU
’s)
yea
rly gro
wth
fa
ctor: 1.6
HW
an
d P
rogra
mm
ab
le GE 11
Nvid
iad
evelop
men
t
75M6
25M30
06
3MG
eFo
rce4
1H0
2
Pe
r-Pix
. Sh
ad
.25M
200
M20
025M
Ge
Force
2 GT
S1H
00
Ve
rtex
Sha
d.
25M4
17M20
057M
Ge
Force
31H
01
30M
500
M24
057M
Ge
Force
3 Ti50
02H
01
31M250
M250
25MG
eFo
rce2 U
ltra2H
00
HW
T&
L15M
120M
12023M
Ge
Force
256
2H9
9
200
M
9M
6M
3M 3M
po
ly ra
te
Floa
ting
Po
int
1500
M50
0125M
Ge
Force
FX1H
03
AG
P 4
x75M
1509
MT
NT
21H
99
32-bit, T
ri50
M10
07M
Riva
TN
T2H
98
AG
P 2x
31M?
5MR
iva Z
X1H
98
2D/3D
20M
?3M
Riva
1282H
97
ne
w fea
ture
sfill
rate
MH
z#
tran
sp
rod
uct
seaso
n
HW
an
d P
rogra
mm
ab
le GE 12
Nvid
iah
ard
wa
re
2.620
0M
2.4150
0M
Ge
Force
FX1H
03
2.2 1.6
1.4
2.5
1.6
2.6
2.6
2.3
2.6
2.4 -
yea
rra
te
6.3
75M6
25MG
eFo
rce4
1H0
2
2.825M
200
MG
eFo
rce2 G
TS
1H0
0
0.6
25M4
17MG
eFo
rce3
1H0
1
1.430
M50
0M
Ge
Force
3 Ti50
02H
01
1.531M
250M
Ge
Force
2 Ultra
2H0
0
2.815M
120M
Ge
Force
2562H
99
9M
6M
3M 3M
po
ly ra
te
2.5A
vera
ge
rate
2.375M
TN
T 2
1H9
9
4.0
50M
Riva
TN
T2H
98
1.031M
Riva
ZX
1H9
8
-20
MR
iva 128
2H9
7
yea
rra
tefill
rate
pro
du
ctsea
son
Esse
ntia
lly Mo
ore
’s law
squ
are
d!
4
HW
an
d P
rogra
mm
ab
le GE 13
Futu
re?
•D
eve
lop
me
nt d
riven
by g
am
es!
•C
ine
ma
:
–“T
oy S
tory”
(199
5) 7 h
ou
rs/fram
e to ren
der (m
ax
. 90
ho
urs)
–“S
hrek”
(200
1) m
ain
cha
racters: ~
80
0K
po
lygo
ns ea
ch
•N
ice: 80
M p
olyg
on
/fram
e @6
0H
z
–4
.8 b
illion
po
lygo
ns/se
c
HW
an
d P
rogra
mm
ab
le GE 14
Futu
re? (2)
•W
e ha
ve…–
Ve
ry hig
h fill ra
tes
–H
igh
po
lygo
n ra
tes
–Lo
ts of te
xtu
res
–“S
om
e”
pro
gra
mm
ab
ility
•W
e wa
nt…
–“Fu
ll”p
rog
ram
ma
bility
–Flex
ible g
eo
metry sp
ecificatio
n
HW
an
d P
rogra
mm
ab
le GE 15
Pro
gra
mm
ab
le G
rap
hics A
rchitectu
res
•Fro
m fix
ed
to p
rog
ram
ma
ble a
rchite
cture
–D
X7/N
V1x
/R10
0
con
figu
rab
le p
ixe
l stag
es.
–D
X8
/NV
2x/R
200
vertex
sha
de
rsa
nd
limite
d p
ixel sh
ad
ers.
–D
X9
/NV
3x/R
300
verte
x sh
ad
ers
with
flow
con
trol
pix
el sha
ders
with
arb
itrarily p
ositio
ne
dco
mm
an
ds.
•N
ea
r futu
re:–
DX
10?
gen
era
tion
of n
ew
verticesin
sha
ders
ne
w in
structio
ns.
•Fin
al g
oa
l?–
GP
U =
arra
y of fu
ll-fea
ture
d sh
ad
er
pro
cesso
rs w
itho
ut d
ivision
into
pix
el a
nd
vertex
sha
ders.
HW
an
d P
rogra
mm
ab
le GE 16
GP
U A
rchitectu
re (G
eForce
68
00
)•
Specifica
tion
s
–T
ran
sistors:
222M
–M
em
ory in
terfa
ce:
256-b
it
–M
emo
ry ba
nd
wid
th:
35.2GB
/sec
–V
ertex p
rocesso
rs:6
–V
ertices/sec.6
00
M
–P
ixel p
rocesso
rs 16
–P
ixels p
er C
lock (p
eak):
16
–Fill R
ate:
6.4
GP
ixe
ls/sec
–T
extu
res pe
r Pix
el:
16
–2 R
AM
DA
Cs
40
0M
Hz
•Se
e also
AT
I Ra
deo
nX
850
with
simila
r specs
5
HW
an
d P
rogra
mm
ab
le GE 17
GP
U A
rchitectu
re (G
eForce
68
00
)
HW
an
d P
rogra
mm
ab
le GE 18
GP
U A
rchitectu
re (G
eForce
68
00
)
•A
dva
nce
d ve
rtex
/frag
me
nt sh
ad
erfu
nctio
na
lity–
dyn
am
ic, con
ditio
na
l execu
tion
an
d flo
w co
ntro
l
–128
bit flo
atin
g-p
oin
t precisio
n co
mp
uta
tion
th
rou
gh
the
entire ren
de
ring
pip
eline
•Lo
ssless co
mp
ressio
na
lgo
rithm
s–
for co
lor, tex
ture a
nd
z da
ta
•A
niso
trop
ic filterin
g–
qu
ality u
p to
8x
of th
e u
sua
l bilin
ea
r tex
ture
–u
p to
128 d
iscrete
sam
ple
s pe
r on
e te
xtu
re fetch
•N
ew h
ybrid
An
tiaA
liasin
gm
od
es
•A
lot m
ore…
(see N
Vid
iasp
ecificatio
ns)
Gra
ph
ics Pro
gra
mm
ing
HW
an
d P
rogra
mm
ab
le GE
20
Tra
ditio
na
lG
rap
hics P
ipelin
e
fram
e-b
uffe
ro
ps
tex
ture
fetch
,fra
gm
en
t sha
din
g
setup
tran
sform
,lig
htin
g
raste
rizer
Each unit has a specific function(usually with configurable “m
odes”of operation)
6
HW
an
d P
rogra
mm
ab
le GE 21
Pro
gra
mm
ab
leSh
ad
ers
User-d
efined
Ve
rtex
Pro
cessing
User-d
efined
Frag
me
nt
Pro
cessing
fram
e-b
uffe
ro
ps
tex
ture
fetch
,fra
gm
en
t sha
din
g
setup
tran
sform
,lig
htin
g
raste
rizer
User-defined shadersbypass the conventional functions