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A Crash Course on Programmable Graphics Hardware Li-Yi Wei 2005 at Tsinghua University, Beijing
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Why do we need graphics hardware?
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The evolution of graphics hardware SGI Origin 3400NVIDIA Geforce 7800
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7 years of graphics accelenation.com/?doc=123&page=1
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Ray tracing General & flexible Intuitive Global illumination Hard to accelerate
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Polygonal graphics pipeline Local computation Easy to accelerate Not general Unintuitive
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Graphics hierarchy Layered approach Like network layers Encapsulation Easy programming Driver optimization Driver workaround Driver simulation Protection Hardware error check
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Overview Graphics pipeline Only high level overview (so you can program), not necessarily real hardware GPU programming
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Graphics pipeline
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Application Mostly on CPU High level work User interface Control Simulation Physics Artificial intelligence
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Host Gatekeeper of GPU Command processing Error checking State management Context switch
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Geometry Vertex processor Primitive assembly Clip & cull Viewport transform
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Vertex Processor Process one vertex at one time No information on other vertices Programmable Transformation Lighting
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Transformation Global to eye coordinate system
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Lighting Diffuse Specular
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Transform & Light on Vertex Processor A sequence of assembly instructions (more on this later)
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Primitive Assembly Assemble individual vertices into triangle (or line or point) Performance implication A triangle is ready only when all 3 vertices are Vertex coherence & caching
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Clipping & Culling Backface culling Remove triangles facing away from view Eliminate ½ of the triangles in theory Clipping against view frustum Triangles may become quadrilaterals
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Viewport transform From floating point range [-1, 1] x [-1, 1] to integer range [0, height-1] x [0, width-1]
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Rasterization Convert primitives (triangles, lines) into pixels Barycentric coordinate Attribute interpolation
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Triangles into pixels
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Attribute interpolation Interpolation Barycentric
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Perspective correct interpolation incorrect correct
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Fragment processor Fragment: corresponds to a single pixel and includes color, depth, and sometimes texture-coordinate values. Compute color and depth for each pixel Most interesting part of GPU
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Texture Optional (though hard to avoid) Cache data Hide latency from FB Sampling/filtering I told you this last time
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ROP (Raster Operation) Write to framebuffer Comparison Z, stencil, alpha, window
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Framebuffer Storing buffers and textures Connect to display Characteristics Size Bandwidth Latency
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Conceptual programming model Inputs (read-only) Attributes Constants Textures Registers (read-write) Used by shader Outputs (write-only) Attributes
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Simple example HPOS: position COL0: diffuse color MOV o[HPOS], v[HPOS]; MOV o[COL0], v[COL0];
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More complex example o[COL0] = v[COL0] + constant*v[HPOS]; MOV o[HPOS], v[HPOS]; MOV R0, v[COL0]; MAD R0, v[HPOS], c[0], R0; MOV o[COL0], R0;
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Sample instruction set
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A real example
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High-level shading language Writing assembly is Painful Not portable Not optimize-able High level shading language solves these Cg, HLSL
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Cg example
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Applications Too many of them for me to describe here The only way to learn is try to program Useless for you even if I try to describe Look at developer website NVIDIA, ATI, GPGPU
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Homework Try to program GPU! Even without NVIDIA GPU, you can download the emulator Stanford course on graphics hardware http://www.graphics.stanford.edu/courses/cs448 a-01-fall/ History of graphics hardware 7 years of graphics accelenation.com/?doc=123&page=1
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S2005 Arial, Bold, 37 points This subtitle is 27 points Bullets are orange They have 110% line spacing, 6 points before/after Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven). Sub bullets look like this
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