© David Kirk/NVIDIA and Wen-mei W. Hwu, 2007-2010 ECE408, University of Illinois, Urbana-Champaign 1 GPU.

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Presentation transcript:

© David Kirk/NVIDIA and Wen-mei W. Hwu, ECE408, University of Illinois, Urbana-Champaign 1 GPU

2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Graphics Pipeline Process objects one at a time in the order they are generated by the application –Can consider only local lighting Pipeline architecture All steps can be implemented in hardware on the graphics card display

3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Architecture Immediate Mode Display List Polynomial Evaluator Per Vertex Operations & Primitive Assembly Rasterization Per Fragment Operations Texture Memor y CPU Pixel Operations Frame Buffer geometry pipeline

© David Kirk/NVIDIA and Wen-mei W. Hwu, ECE408, University of Illinois, Urbana-Champaign 4 3D Application or Game 3D API: OpenGL or Direct3D Programmable Vertex Processor Primitive Assembly Rasterization & Interpolation 3D API Commands Transformed Vertices Assembled Polygons, Lines, and Points GPU Command & Data Stream Programmable Fragment Processor Rasterized Pre-transformed Fragments Transformed Fragments Raster Operation s Framebuffer Pixel Updates GPU Front End Pre-transformed Vertices Vertex Index Stream Pixel Location Stream CPU – GPU Boundary CPU GPU An example of separate vertex processor and fragment processor in a programmable graphics pipeline Programmable Vertex and Pixel Processors

© David Kirk/NVIDIA and Wen-mei W. Hwu, ECE408, University of Illinois, Urbana-Champaign 5 L2 FB SP L1 TF Thread Processor Vtx Thread Issue Setup / Rstr / ZCull Geom Thread IssuePixel Thread Issue Data Assembler Host SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF L2 FB L2 FB L2 FB L2 FB L2 FB Unified Graphics Pipeline