Graphics Hardware Display (CRT, LCD,…) Graphics accelerator

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Presentation transcript:

Graphics Hardware Display (CRT, LCD,…) Graphics accelerator Scan controller Video Memory (frame buffer) Display/Graphics Processor CPU/Memory/Disk …

Display Technologies Front projection Back projection Direct view Backlit

Display Technologies CRT LED LCD Plasma Panels DLP OLED Etc.

Trade-offs Cost, Weight, Size Power consumption Spatial & Color resolution Peak brightness, Black, contrast Etc.

Cathode Ray Tube (CRT) 2 4 1 3 5 6 1. Filament (generate heat) 2. Cathode (emit electrons) 3. Control grid (control intensity) 4. Focus 5. Deflector 6. Phosphor coating

Color CRT 3 electron guns, 3 color phosphor dots at each pixel Shadow mask Color = (red, green, blue) Red = 0 to 100% Green = 0 to 100% Blue = 0 to 100% Black = (0,0,0) White = (1,1,1) Red = (1,0,0) Green = (0,1,0) Blue = (0,0,1) …

LED Direct view backlight source Shadow mask

LCD: backlit Shadow mask

Plasma Panels: emit light; soon extinct? Shadow mask

DLP: http://www.dlp.com/includes/video_demo.aspx For digital projection Digital Micromirror Device Shadow mask

Trade-offs Peak brightness Black level Contrast Screen brightness Motion artifaces Aging Maximum resolution Thickness Weight Power consumption Rear projection Front projection Direct view Backlit Shadow mask http://www.displaymate.com/ShootOut_Comparison.htm

Random Scan Order Old way: No pixels - The electron gun draws straight lines from location to location on the screen (vector graphics) a.k.a. calligraphic display, Random scan device, vector drawing display Use either display list or storage tube technology

Vector graphics Display list Move (100,200) Draw(200,200) Shadow mask

Raster Display graphics Digital Display Based on (analog) raster-scan TV technology The screen (and a picture) consists of discrete pixels

How CRT draws a picture We have only one electron gun but many pixels in a picture need to be lit simultaneously…

Refresh of CRT Refresh – the electron gun needs to come back to hit the pixel again before it fades out An appropriate fresh rate depends on the property of phosphor coating Phosphor persistence: the time it takes for the emitted light to decay to 1/10 of the original intensity Typical refresh rate: 60 – 80 times per second (Hz) (What will happen if refreshing is too slow or too fast?)

Frame Buffer Frame buffer: the memory to hold the pixel intensity values Properties of a frame buffer that affect the graphics performance: Size: screen resolution Depth: color level 1 bit/pixel: black and white 8 bits/pixel: 256 levels of gray 24 bits/pixel: 16 million colors Speed: refresh speed

Raster Scan Order What we do now: the electron gun will scan through the pixels from left to right, top to bottom (scanline by scanline)

Raster Scan Order The electron gun will scan through the pixels from left to right, top to bottom (scanline by scanline) Horizontal retrace

Raster Scan Order The electron gun will scan through the pixels from left to right, top to bottom (scanline by scanline) Vertical retrace

Progressive vs. Interlace Progressive: Scan every scan line Interlace: Scan only every other scan line (even -> odd -> even -> odd …) - so the refresh rate becomes twice as fast 1 2 3 4 5 Even scan Odd scan

Standards NTSC: Interlaced, 525 line, 59.94Hz, 4:3 DTV: Digital version of NTSC, 480i, 4:3 HDTV: e.g. 720p, 60Hz, 16:9 Blu-ray: 1080p Other standards? PAL, SECAM: 50Hz, 625 line, interlaced

Raster Scan Control Scan Controller (video adaptor) and frame buffer x y Scan controller DAC Frame buffer

Color is expensive … At least used to be The more color you want, the more bits you will need for each pixel Exercise: 1024 x 1280 screen with 24 bits per pixel, how many bytes in the frame buffer? 1024 x 1280 x 24 / 8 = 4M Byte @30fps = 120MB/sec

Color Lookup Table Say I am a poor man … I only have 3 bits per pixel But I insist on having high quality pictures … Use Color Look Up Table (LUT) 3 bits/pixel frame buffer R G B You can still have 24 bits in each of the color table entries 1 2 3 4 5 6 7 24 bit wide

A simple graphics system Frame buffer can be part of the main memory Scan Controller CPU Main Memory Frame buffer System bus Problem?

Dedicated memory Video memory: On-board frame buffer: much faster to access Scan Controller Frame buffer CPU Main Memory System bus

Graphics Accelerator Graphics Memory/ Frame buffer A dedicated processor for graphics processing Graphics Processor Scan Controller CPU Main Memory System bus

Graphics Accelerator

Graphics Accelerator

NVIDIA GPUs Quadro FX 5600 Quadro FX 4600 Memory Size 1.5GB GDDR3   Quadro FX 5600 Quadro FX 4600 Memory Size 1.5GB GDDR3 768MB GDDR3 Memory Interface 384-bit Memory Bandwidth 76.8 GB/sec. 67.2 GB/sec. Max Power Consumption 171W 134W Number of Slots 2 Display Connectors DVI-I DVI-I Stereo Dual-Link DVI Price $2,999.00 $1,999.00

AMD GPUs Desktop vs Mobility Radeon Graphics Desktop Radeon HD 6990   Desktop Radeon HD 6990 Desktop Radeon HD 6870 Radeon HD 6990M Transistors 5.28 billion 1.7 billion Engine Clock 830 MHz 900 MHz 715 MHz Shader (ALUs) 3072 1120 Texture Units 192 56 ROP Units 64 32 Compute Performance 5.1 TFLOPS 2.01 TFLOPS 1.60 TFLOPS DRAM Type GDDR5-5000 GDDR5-4200 GDDR5-3600 DRAM Interface 256-bits per GPU 256-bits Memory Bandwidth 160 GB/s per GPU 134 GB/s 115.2 GB/s TDP 375 W 151 W 100 W

GPUs The Evolution of GPUs THE GPU COMPUTING ERA ftp://download.nvidia.com/developer/presentations/2004/Perfect_Kitchen_Art/English_Evolution_of_GPUs.pdf THE GPU COMPUTING ERA http://sbel.wisc.edu/Courses/ME964/2011/Literature/onGPUcomputingDally2010.pdf

The Graphics Pipeline

Graphics Bus Interface PCI based technology Graphics Memory/ Frame buffer Scan Controller Graphics Processor Other Peripherals PCI Bus – 132 MB/s System Bus – 800MB/s CPU Main Memory

Graphics Bus Interface (2) PCI Bus becomes the bottleneck! Many devices are using it There is a lot of stuff needs to be transmitted from main memory to graphics memory (geometry, textures, etc) Example: 2M triangle, 90 Bytes each – 180MB > 132 MB (PCI bandwidth)

Accelerated Graphics Port (AGP) A dedicated bus that allows direct access of main memory Graphics Memory/ Frame buffer Scan Controller Graphics Processor Other Peripherals PCI Bus – 132 MB/s AGP 1x: 518 MB/s Fast!!! CPU Main Memory

AGP AGP 1x is four times as fast compared to PCI! (now we have AGP 8x) No more local bus congestion! More geometry can be processed! Direct execution of many graphics operations from main memory

PCI Express Bandwidth?

Reading and Lab1 Textbook Chapter 1, 2 Lab 1: Compile and run the sample OpenGL program posted on the class web site