EE 4702 GPU Programming
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1 fr 1 Final Exam Review When / Where EE 4702 GPU Programming fr 1 Tuesday, 4 December 2018, 12:30-14:30 (12:30 PM - 2:30 PM) CST Room 226 Tureaud Hall (Here) Conditions Closed Book, Closed Notes Bring one sheet of notes (both sides), 216mm 280mm. No use of communication devices. Format Several problems, short-answer questions. fr 1 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 1
2 fr 2 fr 2 Resources Lecture slides used in class: Solved tests and homework:. It s important to study the solutions. fr 2 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 2
3 fr 3 fr 3 Study Recommendations Study this semester s homework assignments. Similar problems may appear on the exam. For CUDA material look at: Fall 2012 Homework 4 (CUDA Basics). Solve Old Problems memorizing solutions is not the same as solving. Following and understanding solutions is not the same as solving. Use the solutions for brief hints and to check your own solutions. fr 3 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 3
4 fr 4 fr 4 Mathematics Coordinates, Points, Vectors, Homogeneous Coordinates Dot and Cross Products Line / Plane Intercept Transformations Projections fr 4 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 4
5 fr 5 fr 5 Coordinate and Vector Classes pvect, pcoor, pnorm, pmatrix Use these for basic computations. fr 5 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 5
6 fr 6 fr 6 Simple Physical Simulation. Understand how world modeled. Point masses, ideal springs, gravity field. Time Step Updating velocity and position. Forces Gravity. Ideal spring. Simple Collisions. fr 6 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 6
7 fr 7 fr 7 OpenGL Coordinate Spaces Object, Eye, Clip, Window OpenGL Primitives and Vertex Specification Primitives Triangles, triangle strips, etc. Vertex attributes. Vertex (coordinate), color, normal, etc. Estimate amount of data needed. fr 7 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 7
8 fr 8 fr 8 OpenGL Rendering Passes; Arrays and Buffer Objects Rendering Passes glbegin(prim) gldrawarrays(prim,..) gldrawarraysinstanced(prim,...) For each: Where do vertex shader inputs come from? Difference between array on CPU (client) and buffer object. Estimate amount of data sent between CPU and GPU. fr 8 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 8
9 fr 9 fr 9 OpenGL Textures Basic Idea Texture Filtering: Minification, Magnification, mipmap levels. Linear/Nearest Texture application. fr 9 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 9
10 fr 10 fr 10 OpenGL Rendering Pipeline The Stages. Fixed Functionality v. Programmable Stage. fr 10 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 10
11 fr 11 fr 11 Shader Programming Programmable Shaders Vertex, Geometry, Fragment. For Each One: Inputs, Outputs. Conventional functionality. fr 11 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 11
12 fr 12 fr 12 CUDA Address Spaces Aspects How to declare a variable so that it uses the address space. Scope: thread, block, all. Read/write or read only. Speed: Fast or really slow. Global Constant Shared fr 12 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 12
13 fr 13 fr 13 Thread Organization Threads and Thread Groupings: Thread Warp Block Grid fr 13 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 13
14 fr 14 fr 14 Global Memory Use Pointer declaration. Allocation GPU/CPU movement. Efficient access patterns. fr 14 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 14
15 fr 15 fr 15 Programming for 1D Array Access How to assign threads to array elements. How to access memory efficiently. fr 15 EE Lecture Transparency. Formatted 10:59, 30 November 2018 from lslifr. fr 15
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