Evolution of the Programmable Graphics Pipeline

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1 Administrivia Evolution of the Patrick Cozzi University of Pennsylvania CIS Spring 2011 Tip: google cis 565 Slides posted before each class Tentative assignment dates on website 1 st assignment handed out today Write concisely Due start of class, one week from today Google group in progress FYI. GDC Early Registration - 01/24 Survey Results 15/23 graphics experience Most students have usable video cards Lerk don t be scared I want to be a Toys R Us kid too Survey Results Class interests Pure architecture Game rendering Physical simulations Animation Vision algorithms Image/video processing 1

2 Course Roadmap (GLSL) GPGPU (GLSL) Briefly GPU Computing (CUDA, OpenCL) Choose your own adventure Student Presentation Final Project Goal: Prepare you for your presentation and project Agenda Why program the GPU? Graphics Review Evolution of the Graphics Pipeline Understand the past Why Program the GPU? Why Program the GPU? Graph from: Graph from: 2

3 Why Program the GPU? NVIDIA GPU Evolution Compute Intel Core i7 4 cores 100 GFLOP NVIDIA GTX cores 1 TFLOP Memory Bandwidth System Memory 60 GB/s NVIDIA GT GB/s Install Base Over 200 million NVIDIA G80s shipped Numbers from Programming Massively Parallel Processors. Slide from David Luebke: Graphics Review Modeling Rendering Animation Graphics Review: Modeling Modeling Polygons vs Triangles How do you store a triangle mesh? Implicit Surfaces Height maps 3

4 Triangles Triangles Image courtesy of A K Peters, Ltd. Image courtesy of A K Peters, Ltd. Imagery from NASA Visible Earth: visibleearth.nasa.gov. Triangles Triangles 4

5 Implicit Surfaces Height Maps Images from GPU Gems 3: Image courtesy of A K Peters, Ltd. Graphics Review: Rendering Rendering Goal: Assign color to pixels Two Parts Visible surfaces What is in front of what for a given view Shading Simulate the interaction of material and light to produce a pixel color Rasterization What about ray tracing? 5

6 Visible Surfaces Visible Surfaces Z- / Depth Fragment vs Pixel Image courtesy of A K Peters, Ltd. Image courtesy of A K Peters, Ltd. Shading Shading Images courtesy of A K Peters, Ltd. Image from GPU Gems 3: 6

7 Rasterization and Interpolation Raster Operations Scissor Test Stencil Test Depth Test Blending Images courtesy of A K Peters, Ltd. Images courtesy of A K Peters, Ltd. Images courtesy of A K Peters, Ltd. 7

8 Graphics Review: Animation Move the camera and/or agents, and rerender the scene In less than 16.6 ms (60 fps) Images courtesy of A K Peters, Ltd. Evolution of the Early 90s Pre GPU Pre GPU Fixed function GPU GPU Unified Shader Processors Slide from Mike Houston: 8

9 Why GPUs? Generation I: 3dfx Voodoo (1996) Exploit Parallelism Pipeline parallel Data-parallel CPU and GPU executing in parallel Hardware: texture filtering, MAD, etc. Image from 7 years of Graphics Did not do vertex transformations: these were done in the CPU Did do texture mapping, z-buffering. Rasterization and Interpolation Raster Operations CPU PCI GPU Slide adapted from Suresh Venkatasubramanian and Joe Kider Aside: Mario Kart 64 High fragment load / low vertex load Aside: Mario Kart Wii High fragment load / low vertex load? Image from: Image from: 9

10 Generation II: GeForce/Radeon 7500 (1998) Generation III: GeForce3/Radeon 8500(2001) Image from 7 years of Graphics Main innovation: shifting the transformation and lighting calculations to the GPU Allowed multi-texturing: giving bump maps, light maps, and others.. Faster AGP bus instead of PCI Image from 7 years of Graphics For the first time, allowed limited amount of programmability in the vertex pipeline Also allowed volume texturing and multi-sampling (for antialiasing) AGP Rasterization and Interpolation GPU Raster Operations AGP Small Small vertex vertex shaders shaders Rasterization and Interpolation GPU Raster Operations Slide from Suresh Venkatasubramanian and Joe Kider Slide from Suresh Venkatasubramanian and Joe Kider Generation IV: Radeon 9700/GeForce FX (2002) Generation IV.V: GeForce6/X800 (2004) Image from 7 years of Graphics This generation is the first generation of fully-programmable graphics cards Different versions have different resource limits on fragment/vertex programs Simultaneous rendering to multiple buffers True conditionals and loops PCIe bus texture fetch Rasterization and Interpolation Raster Operations Rasterization and Interpolation Raster Operations AGP shader shader Fragment Fragment Processor Processor Texture Memory PCIe shader shader Texture Memory Fragment Fragment Processor Processor Texture Memory Slide from Suresh Venkatasubramanian and Joe Kider Slide adapted from Suresh Venkatasubramanian and Joe Kider 10

11 NVIDIA NV40 Architecture Texture Fetch 6 vertex shader units Generation V: GeForce8800/HD2900 (2006) Input Input Assembler Assembler shader shader Geometry Shader Ground-up GPU redesign Support for Direct3D 10 / OpenGL 3 Geometry Shaders Stream out / transform-feedback Unified shader processors Support for General GPU programming Raster Operations Pixel Pixel (Fragment) (Fragment) Shader Shader 16 fragment shader units PCIe Output Merger Image from GPU Gems 2: Slide adapted from Suresh Venkatasubramanian and Joe Kider D3D 10 Pipeline Geometry Shaders: Point Sprites Image from David Blythe : 11

12 Geometry Shaders: Point Sprites Geometry Shaders Image from David Blythe : NVIDIA G80 Architecture NVIDIA G80 Architecture Slide from David Luebke: Slide from David Luebke: 12

13 Why Unify Shader Processors? Why Unify Shader Processors? Slide from David Luebke: Slide from David Luebke: Unified Shader Processors Terminology Shader Model 2 Direct3D 9 OpenGL 2.x Video card Example NVIDIA GeForce 6800 ATI Radeon X x 3.x NVIDIA GeForce 8800 ATI Radeon HD x 4.x NVIDIA GeForce GTX 480 ATI Radeon HD 5870 Slide from David Luebke: 13

14 Shader Capabilities Shader Capabilities Table courtesy of A K Peters, Ltd. Table courtesy of A K Peters, Ltd. Evolution of the Evolution of the Slide from Mike Houston: Slide from Mike Houston: 14

15 Evolution of the Not covered today: SM 5 / D3D 11 / GL 4 Tessellation shaders *cough* student presentation *cough* Later this semester: NVIDIA Fermi Dual warp scheduler Configurable L1 / shared memory Double precision New Tool: AMD System Monitor Released 01/04/

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