GPGPU Applications. for Hydrological and Atmospheric Simulations. and Visualizations on the Web. Ibrahim Demir

Size: px
Start display at page:

Download "GPGPU Applications. for Hydrological and Atmospheric Simulations. and Visualizations on the Web. Ibrahim Demir"

Transcription

1 GPGPU Applications for Hydrological and Atmospheric Simulations and Visualizations on the Web Ibrahim Demir

2 Big Data We are collecting and generating data on a petabyte scale (1Pb = 1,000 Tb = 1M Gb) Data contains valuable information that can drive insights and discoveries It can be difficult to access, manage, and generate knowledge and decisions from this big data

3 Web 3.0 and GPU JS x Multicore CPU/GPU Big Data Analytics Desktop-like Games Scientific Visualization Image / Video Processing Augmented / Immersive Reality NVIDIA Titan X 5760 Cuda Cores 8 TFLOPs compute power

4 Computing on the Web CPU-based Computations JavaScript (parallel / multi-core) SIMD.js ASM.js GPU-based Computations WebCL WebGL

5 JavaScript Pure JavaScript x speed improvement Parallel JavaScript Web Workers / Multi-core CPU Background Thread / window-less tab Distributed volunteer computing applications on the client side

6 SIMD.js SIMD stands for Single Instruction Multiple Data, and for performing operations on multiple data elements, in parallel. SIMD.js is a new API being developed by Intel, Google, and Mozilla. One of the uses of SIMD is to accelerate processing of large arrays of data. SIMD.js will accelerate a wide range of demanding applications today, including games, video and audio manipulation, scientific simulations, and more, on the web.

7 ASM.js ASM.JS is a highly optimized subset of JS designed to provide near-native application performance in a browser, and well suited for any computationally intensive task.

8 WebCL WebCL (Web Computing Language) is a JavaScript binding to OpenCL for parallel computing within any compatible web browser without plug-ins. WebCL allows web applications to actualize speed with multi-core CPUs and GPUs; this intends to make computationally intensive programs feasible in the browser, e.g. physics engines, canvas element and video editing. WebCL is designed and maintained by the Khronos Group. The completed specification for WebCL 1.0 was released on March 19, 2014.

9 WebGL WebGL is a powerful part of the new HTML5 standard, bringing graphics card capabilities directly to the browser. To get WebGL to perform scientific calculations, simply trick GPU by pretending that it is rendering graphics. GPU executes Fragment Shader for every pixel of output image after geometry rasterization to calculate resulting colors. For GPGPU calculations, put your functions here, and calculate a new value of a simulation cell represented by a texture pixel.

10 GPGPU

11 What is GPGPU? The GPGPU is General Purpose computing on GPUs. GPGPU operates by using graphics methods and primitives to perform general purpose computations. For example, textures are used as memory, while shaders are programmed to be used as kernels, which are computed on each graphics primitive.

12 40m grid cells 90m res. WATERSHED DELINEATION 150mb terrain raster data converted to 5mb custom image data 9 directions

13 Video INSTANT WATERSHED DELINEATION OFFLINE

14 40m grid cells 90m resolution 150mb terrain raster data converted to 5mb custom image data 9 directions Dynamic texture size Data in multi color channels Multi level processing in each iteration WEBGL WATERSHED DELINEATION SHADER

15 WEBGL WATERSHED DELINEATION SHADER

16 FLOOD VISUALIZER Reflections and refractions Ambient occlusion Height-field water simulation Shadows

17 Video IMMERSIVE FLOOD VISUALIZER REALISTIC

18 FLOW VISUALIZATION DYNAMIC DATA HIGH-RESOLUTION

19 FLOW VISUALIZATION Video DYNAMIC DATA HIGH-RESOLUTION

20 VIRTUAL REALITY GAME PHYSICS Levee/Dam Dynamic Objects River System Static Objects

21 VIRTUAL REALITY GAME PHYSICS Levee/Dam Video Dynamic Objects River System Static Objects

22 Webcam MARKER DETECTION AUGMENTED REALITY Augmented Projection Marker

23 Table Augmented Projection Marker MARKER DETECTION AUGMENTED REALITY

24 Table Augmented Projection Video Marker MARKER DETECTION AUGMENTED REALITY

25 HEADS-UP DISPLAY IMMERSIVE REALITY Distorted Projection of Scene

26 HEADS-UP DISPLAY IMMERSIVE REALITY Distorted Projection of Scene Video

27 Controls and Interaction Gesture Tracking Motion Tracking Remote Interaction MOTION TRACKING GESTURE CONTROLS

28 Large Scale Geospatial Data Visualization

29 3-DIMENSIONAL FLOOD MAP FLIGHT SIMULATOR REMOTE INTERACTION

30 FLOOD MAP FLIGHT SIMULATOR Video 3-D ENGAGING REMOTE INTERACTION

31 Rainfall Maps

32 550 hours (2200 steps) of data 3D PERSPECTIVE VIEW RAINFALL & RIVER DRAINAGE

33 550 hours (2200 steps) of data Video 3D PERSPECTIVE VIEW RAINFALL & RIVER DRAINAGE

34 SPECIAL GRID WEBGL + GPU RAINFALL PRODUCT DATA BROWSER

35 Iowa Flood Information System

36 Thank you Questions Ibrahim Demir uiowa.edu

Khronos and the Mobile Ecosystem

Khronos and the Mobile Ecosystem Copyright Khronos Group, 2011 - Page 1 Khronos and the Mobile Ecosystem Neil Trevett VP Mobile Content, NVIDIA President, Khronos Copyright Khronos Group, 2011 - Page 2 Topics It s not just about individual

More information

WebGL Meetup GDC Copyright Khronos Group, Page 1

WebGL Meetup GDC Copyright Khronos Group, Page 1 WebGL Meetup GDC 2012 Copyright Khronos Group, 2012 - Page 1 Copyright Khronos Group, 2012 - Page 2 Khronos API Ecosystem Trends Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos

More information

Mobile AR Hardware Futures

Mobile AR Hardware Futures Copyright Khronos Group, 2010 - Page 1 Mobile AR Hardware Futures Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Two Perspectives NVIDIA - Tegra 2 mobile processor Khronos

More information

Lecture 13: OpenGL Shading Language (GLSL)

Lecture 13: OpenGL Shading Language (GLSL) Lecture 13: OpenGL Shading Language (GLSL) COMP 175: Computer Graphics April 18, 2018 1/56 Motivation } Last week, we discussed the many of the new tricks in Graphics require low-level access to the Graphics

More information

CSE 591: GPU Programming. Introduction. Entertainment Graphics: Virtual Realism for the Masses. Computer games need to have: Klaus Mueller

CSE 591: GPU Programming. Introduction. Entertainment Graphics: Virtual Realism for the Masses. Computer games need to have: Klaus Mueller Entertainment Graphics: Virtual Realism for the Masses CSE 591: GPU Programming Introduction Computer games need to have: realistic appearance of characters and objects believable and creative shading,

More information

Current Trends in Computer Graphics Hardware

Current Trends in Computer Graphics Hardware Current Trends in Computer Graphics Hardware Dirk Reiners University of Louisiana Lafayette, LA Quick Introduction Assistant Professor in Computer Science at University of Louisiana, Lafayette (since 2006)

More information

Abstract. Introduction. Kevin Todisco

Abstract. Introduction. Kevin Todisco - Kevin Todisco Figure 1: A large scale example of the simulation. The leftmost image shows the beginning of the test case, and shows how the fluid refracts the environment around it. The middle image

More information

CS427 Multicore Architecture and Parallel Computing

CS427 Multicore Architecture and Parallel Computing CS427 Multicore Architecture and Parallel Computing Lecture 6 GPU Architecture Li Jiang 2014/10/9 1 GPU Scaling A quiet revolution and potential build-up Calculation: 936 GFLOPS vs. 102 GFLOPS Memory Bandwidth:

More information

WebGL. Announcements. WebGL for Graphics Developers. WebGL for Web Developers. Homework 5 due Monday, 04/16. Final on Tuesday, 05/01

WebGL. Announcements. WebGL for Graphics Developers. WebGL for Web Developers. Homework 5 due Monday, 04/16. Final on Tuesday, 05/01 Announcements Patrick Cozzi University of Pennsylvania CIS 565 - Spring 2012 Homework 5 due Monday, 04/16 In-class quiz Wednesday, 04/18 Final on Tuesday, 05/01 6-8pm David Rittenhouse Lab A7 Networking

More information

WebGL, WebCL and Beyond!

WebGL, WebCL and Beyond! Copyright Khronos Group, 2011 - Page 1 WebGL, WebCL and Beyond! Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page 2 Topics in this Session

More information

CS452/552; EE465/505. Finale!

CS452/552; EE465/505. Finale! CS452/552; EE465/505 Finale! 4-23 15 Outline! Non-Photorealistic Rendering! What s Next? Read: Angel, Section 6.11 Nonphotorealistic Shading Color Plate 11 Cartoon-shaded teapot Final Exam: Monday, April

More information

Copyright Khronos Group Page 1

Copyright Khronos Group Page 1 Gaming Market Briefing Overview of APIs GDC March 2016 Neil Trevett Khronos President NVIDIA Vice President Developer Ecosystem ntrevett@nvidia.com @neilt3d Copyright Khronos Group 2016 - Page 1 Copyright

More information

Real - Time Rendering. Graphics pipeline. Michal Červeňanský Juraj Starinský

Real - Time Rendering. Graphics pipeline. Michal Červeňanský Juraj Starinský Real - Time Rendering Graphics pipeline Michal Červeňanský Juraj Starinský Overview History of Graphics HW Rendering pipeline Shaders Debugging 2 History of Graphics HW First generation Second generation

More information

Visual HTML5. Human Information Interaction for Knowledge Extraction, Interaction, Utilization, Decision making HI-I-KEIUD

Visual HTML5. Human Information Interaction for Knowledge Extraction, Interaction, Utilization, Decision making HI-I-KEIUD Visual HTML5 1 Overview HTML5 Building apps with HTML5 Visual HTML5 Canvas SVG Scalable Vector Graphics WebGL 2D + 3D libraries 2 HTML5 HTML5 to Mobile + Cloud = Java to desktop computing: cross-platform

More information

NVIDIA Parallel Nsight. Jeff Kiel

NVIDIA Parallel Nsight. Jeff Kiel NVIDIA Parallel Nsight Jeff Kiel Agenda: NVIDIA Parallel Nsight Programmable GPU Development Presenting Parallel Nsight Demo Questions/Feedback Programmable GPU Development More programmability = more

More information

SIGGRAPH Briefing August 2014

SIGGRAPH Briefing August 2014 Copyright Khronos Group 2014 - Page 1 SIGGRAPH Briefing August 2014 Neil Trevett VP Mobile Ecosystem, NVIDIA President, Khronos Copyright Khronos Group 2014 - Page 2 Significant Khronos API Ecosystem Advances

More information

GPU 101. Mike Bailey. Oregon State University. Oregon State University. Computer Graphics gpu101.pptx. mjb April 23, 2017

GPU 101. Mike Bailey. Oregon State University. Oregon State University. Computer Graphics gpu101.pptx. mjb April 23, 2017 1 GPU 101 Mike Bailey mjb@cs.oregonstate.edu gpu101.pptx Why do we care about GPU Programming? A History of GPU Performance vs. CPU Performance 2 Source: NVIDIA How Can You Gain Access to GPU Power? 3

More information

GPU 101. Mike Bailey. Oregon State University

GPU 101. Mike Bailey. Oregon State University 1 GPU 101 Mike Bailey mjb@cs.oregonstate.edu gpu101.pptx Why do we care about GPU Programming? A History of GPU Performance vs. CPU Performance 2 Source: NVIDIA 1 How Can You Gain Access to GPU Power?

More information

3D webservices - where do we stand? Emmanuel Belo

3D webservices - where do we stand? Emmanuel Belo 3D webservices - where do we stand? Emmanuel Belo +41 21 619 10 25 emmanuel.belo@camptocamp.com Camptocamp Open Source Service Provider Staff 49 Switzerland, France & Austria Since 2001 Wien Lausanne Chambéry

More information

GPGPU on ARM. Tom Gall, Gil Pitney, 30 th Oct 2013

GPGPU on ARM. Tom Gall, Gil Pitney, 30 th Oct 2013 GPGPU on ARM Tom Gall, Gil Pitney, 30 th Oct 2013 Session Description This session will discuss the current state of the art of GPGPU technologies on ARM SoC systems. What standards are there? Where are

More information

Next Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Copyright Khronos Group Page 1

Next Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Copyright Khronos Group Page 1 Next Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Ecosystem @neilt3d Copyright Khronos Group 2015 - Page 1 Copyright Khronos Group 2015 - Page 2 Khronos Connects Software to Silicon

More information

CSE 591/392: GPU Programming. Introduction. Klaus Mueller. Computer Science Department Stony Brook University

CSE 591/392: GPU Programming. Introduction. Klaus Mueller. Computer Science Department Stony Brook University CSE 591/392: GPU Programming Introduction Klaus Mueller Computer Science Department Stony Brook University First: A Big Word of Thanks! to the millions of computer game enthusiasts worldwide Who demand

More information

GPU Memory Model Overview

GPU Memory Model Overview GPU Memory Model Overview John Owens University of California, Davis Department of Electrical and Computer Engineering Institute for Data Analysis and Visualization SciDAC Institute for Ultrascale Visualization

More information

Real-time Graphics 9. GPGPU

Real-time Graphics 9. GPGPU 9. GPGPU GPGPU GPU (Graphics Processing Unit) Flexible and powerful processor Programmability, precision, power Parallel processing CPU Increasing number of cores Parallel processing GPGPU general-purpose

More information

HTML5 Evolution and Development. Matt Spencer UI & Browser Marketing Manager

HTML5 Evolution and Development. Matt Spencer UI & Browser Marketing Manager HTML5 Evolution and Development Matt Spencer UI & Browser Marketing Manager 1 HTML5 Ratified. finally! After 7 years of development, the HTML5 specification was ratified on 28 th October 14 urce>

More information

CS8803SC Software and Hardware Cooperative Computing GPGPU. Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology

CS8803SC Software and Hardware Cooperative Computing GPGPU. Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology CS8803SC Software and Hardware Cooperative Computing GPGPU Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology Why GPU? A quiet revolution and potential build-up Calculation: 367

More information

Shaders. Slide credit to Prof. Zwicker

Shaders. Slide credit to Prof. Zwicker Shaders Slide credit to Prof. Zwicker 2 Today Shader programming 3 Complete model Blinn model with several light sources i diffuse specular ambient How is this implemented on the graphics processor (GPU)?

More information

Developing a Reference Model for Augmented Reality. 5th International AR Standards Community Meeting 19 March 2012

Developing a Reference Model for Augmented Reality. 5th International AR Standards Community Meeting 19 March 2012 Developing a Reference Model for Augmented Reality 5th International AR Standards Community Meeting 19 March 2012 What are uses of a Reference Model? Basis for coordination and understanding of the AR

More information

Next-Generation Graphics on Larrabee. Tim Foley Intel Corp

Next-Generation Graphics on Larrabee. Tim Foley Intel Corp Next-Generation Graphics on Larrabee Tim Foley Intel Corp Motivation The killer app for GPGPU is graphics We ve seen Abstract models for parallel programming How those models map efficiently to Larrabee

More information

SC24/WG9 Liaison Meeting

SC24/WG9 Liaison Meeting Copyright Khronos Group, 2011 - Page 1 SC24/WG9 Liaison Meeting Seoul, November 2011 Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page

More information

Copyright Khronos Group, Page 1. Khronos Overview. Taiwan, February 2012

Copyright Khronos Group, Page 1. Khronos Overview. Taiwan, February 2012 Copyright Khronos Group, 2012 - Page 1 Khronos Overview Taiwan, February 2012 Copyright Khronos Group, 2012 - Page 2 Khronos - Connecting Software to Silicon Creating open, royalty-free API standards -

More information

Accelerating CFD with Graphics Hardware

Accelerating CFD with Graphics Hardware Accelerating CFD with Graphics Hardware Graham Pullan (Whittle Laboratory, Cambridge University) 16 March 2009 Today Motivation CPUs and GPUs Programming NVIDIA GPUs with CUDA Application to turbomachinery

More information

Open Standards for Today s Gaming Industry

Open Standards for Today s Gaming Industry Copyright Khronos Group 2013 - Page 1 Open Standards for Today s Gaming Industry Erik Noreke VP of Business Development, Khronos Group Gaming Evolution Copyright Khronos Group 2013 - Page 3 DESKTOP MOBILE

More information

The Graphics Pipeline and OpenGL I: Transformations!

The Graphics Pipeline and OpenGL I: Transformations! ! The Graphics Pipeline and OpenGL I: Transformations! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 2! stanford.edu/class/ee267/!! Albrecht Dürer, Underweysung der Messung mit

More information

Distributed Computing on Browsers

Distributed Computing on Browsers Distributed Computing on Browsers Reggie Cushing University of Amsterdam 16th October 2014 COMMIT/ Browser As A Platform Objectives - distributed computing using web browsers. Motivation - The proliferation

More information

Metal for Ray Tracing Acceleration

Metal for Ray Tracing Acceleration Session #WWDC18 Metal for Ray Tracing Acceleration 606 Sean James, GPU Software Engineer Wayne Lister, GPU Software Engineer 2018 Apple Inc. All rights reserved. Redistribution or public display not permitted

More information

CSCI 402: Computer Architectures. Parallel Processors (2) Fengguang Song Department of Computer & Information Science IUPUI.

CSCI 402: Computer Architectures. Parallel Processors (2) Fengguang Song Department of Computer & Information Science IUPUI. CSCI 402: Computer Architectures Parallel Processors (2) Fengguang Song Department of Computer & Information Science IUPUI 6.6 - End Today s Contents GPU Cluster and its network topology The Roofline performance

More information

Real-time Graphics 9. GPGPU

Real-time Graphics 9. GPGPU Real-time Graphics 9. GPGPU GPGPU GPU (Graphics Processing Unit) Flexible and powerful processor Programmability, precision, power Parallel processing CPU Increasing number of cores Parallel processing

More information

OpenGL BOF Siggraph 2011

OpenGL BOF Siggraph 2011 OpenGL BOF Siggraph 2011 OpenGL BOF Agenda OpenGL 4 update Barthold Lichtenbelt, NVIDIA OpenGL Shading Language Hints/Kinks Bill Licea-Kane, AMD Ecosystem update Jon Leech, Khronos Viewperf 12, a new beginning

More information

Enhancing Traditional Rasterization Graphics with Ray Tracing. October 2015

Enhancing Traditional Rasterization Graphics with Ray Tracing. October 2015 Enhancing Traditional Rasterization Graphics with Ray Tracing October 2015 James Rumble Developer Technology Engineer, PowerVR Graphics Overview Ray Tracing Fundamentals PowerVR Ray Tracing Pipeline Using

More information

Open API Standards for Mobile Graphics, Compute and Vision Processing GTC, March 2014

Open API Standards for Mobile Graphics, Compute and Vision Processing GTC, March 2014 Open API Standards for Mobile Graphics, Compute and Vision Processing GTC, March 2014 Neil Trevett Vice President Mobile Ecosystem, NVIDIA President Khronos Copyright Khronos Group 2014 - Page 1 Khronos

More information

Standards for WebVR. Neil Trevett. Khronos President Vice President Mobile Content,

Standards for WebVR. Neil Trevett. Khronos President Vice President Mobile Content, Standards for WebVR Neil Trevett Khronos President Vice President Mobile Content, NVIDIA ntrevett@nvidia.com, @neilt3d October 2016 Copyright Khronos Group 2016 - Page 1 Khronos Open Standards Software

More information

Graphics Architectures and OpenCL. Michael Doggett Department of Computer Science Lund university

Graphics Architectures and OpenCL. Michael Doggett Department of Computer Science Lund university Graphics Architectures and OpenCL Michael Doggett Department of Computer Science Lund university Overview Parallelism Radeon 5870 Tiled Graphics Architectures Important when Memory and Bandwidth limited

More information

Technology for a better society. hetcomp.com

Technology for a better society. hetcomp.com Technology for a better society hetcomp.com 1 J. Seland, C. Dyken, T. R. Hagen, A. R. Brodtkorb, J. Hjelmervik,E Bjønnes GPU Computing USIT Course Week 16th November 2011 hetcomp.com 2 9:30 10:15 Introduction

More information

WebGL. WebGL. Bring 3D to the Masses. WebGL. The web has text, images, and video. We want to support. Put it in on a webpage

WebGL. WebGL. Bring 3D to the Masses. WebGL. The web has text, images, and video. We want to support. Put it in on a webpage WebGL WebGL Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2012 The web has text, images, and video What is the next media-type? We want to support Windows, Linux, Mac Desktop and mobile 2 Bring

More information

Lecture 15: Introduction to GPU programming. Lecture 15: Introduction to GPU programming p. 1

Lecture 15: Introduction to GPU programming. Lecture 15: Introduction to GPU programming p. 1 Lecture 15: Introduction to GPU programming Lecture 15: Introduction to GPU programming p. 1 Overview Hardware features of GPGPU Principles of GPU programming A good reference: David B. Kirk and Wen-mei

More information

and Parallel Algorithms Programming with CUDA, WS09 Waqar Saleem, Jens Müller

and Parallel Algorithms Programming with CUDA, WS09 Waqar Saleem, Jens Müller Programming with CUDA and Parallel Algorithms Waqar Saleem Jens Müller Organization People Waqar Saleem, waqar.saleem@uni-jena.de Jens Mueller, jkm@informatik.uni-jena.de Room 3335, Ernst-Abbe-Platz 2

More information

Graphics Processing Unit Architecture (GPU Arch)

Graphics Processing Unit Architecture (GPU Arch) Graphics Processing Unit Architecture (GPU Arch) With a focus on NVIDIA GeForce 6800 GPU 1 What is a GPU From Wikipedia : A specialized processor efficient at manipulating and displaying computer graphics

More information

Declarative AR in the Web with XML3D and Xflow

Declarative AR in the Web with XML3D and Xflow Declarative AR in the Web with XML3D and Xflow Felix Klein Intel Visual Computing Institute klein@intel-vci.uni-saarland.de Philipp Slusallek Intel Visual Computing Institute DFKI slusallek@dfki.de Abstract

More information

BCA611 Video Oyunları için 3B Grafik

BCA611 Video Oyunları için 3B Grafik BCA611 Video Oyunları için 3B Grafik WebGL - Shader Programming Zümra Kavafoğlu Canvas element The HTML element is used to draw graphics on a web page. Create canvas with id, width and height

More information

Mining the Rendering Power in Web Browsers. Jianxia Xue Jan. 28, 2014

Mining the Rendering Power in Web Browsers. Jianxia Xue Jan. 28, 2014 Mining the Rendering Power in Web Browsers Jianxia Xue Jan. 28, 2014 Outline Web application as software deployment platform WebGL: Graphics API inside browsers Explore browser rendering capability through

More information

The Graphics Pipeline and OpenGL I: Transformations!

The Graphics Pipeline and OpenGL I: Transformations! ! The Graphics Pipeline and OpenGL I: Transformations! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 2! stanford.edu/class/ee267/!! Logistics Update! all homework submissions:

More information

Real-Time Reyes: Programmable Pipelines and Research Challenges. Anjul Patney University of California, Davis

Real-Time Reyes: Programmable Pipelines and Research Challenges. Anjul Patney University of California, Davis Real-Time Reyes: Programmable Pipelines and Research Challenges Anjul Patney University of California, Davis Real-Time Reyes-Style Adaptive Surface Subdivision Anjul Patney and John D. Owens SIGGRAPH Asia

More information

Graphics and Imaging Architectures

Graphics and Imaging Architectures Graphics and Imaging Architectures Kayvon Fatahalian http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/ About Kayvon New faculty, just arrived from Stanford Dissertation: Evolving real-time graphics

More information

BROWSER. LuciadRIA DATA SHEET

BROWSER. LuciadRIA DATA SHEET BROWSER LuciadRIA DATA SHEET V2017 V2017.0 DATA SHEET LuciadRIA is the answer to today s demands for powerful, lightweight applications in the browser. Driven by today s most advanced web technologies,

More information

GPGPU, 1st Meeting Mordechai Butrashvily, CEO GASS

GPGPU, 1st Meeting Mordechai Butrashvily, CEO GASS GPGPU, 1st Meeting Mordechai Butrashvily, CEO GASS Agenda Forming a GPGPU WG 1 st meeting Future meetings Activities Forming a GPGPU WG To raise needs and enhance information sharing A platform for knowledge

More information

ASYNCHRONOUS SHADERS WHITE PAPER 0

ASYNCHRONOUS SHADERS WHITE PAPER 0 ASYNCHRONOUS SHADERS WHITE PAPER 0 INTRODUCTION GPU technology is constantly evolving to deliver more performance with lower cost and lower power consumption. Transistor scaling and Moore s Law have helped

More information

CUDA PROGRAMMING MODEL Chaithanya Gadiyam Swapnil S Jadhav

CUDA PROGRAMMING MODEL Chaithanya Gadiyam Swapnil S Jadhav CUDA PROGRAMMING MODEL Chaithanya Gadiyam Swapnil S Jadhav CMPE655 - Multiple Processor Systems Fall 2015 Rochester Institute of Technology Contents What is GPGPU? What s the need? CUDA-Capable GPU Architecture

More information

AR Standards Update Austin, March 2012

AR Standards Update Austin, March 2012 AR Standards Update Austin, March 2012 Neil Trevett President, The Khronos Group Vice President Mobile Content, NVIDIA Copyright Khronos Group, 2012 - Page 1 Topics Very brief overview of Khronos Update

More information

Ciril Bohak. - INTRODUCTION TO WEBGL

Ciril Bohak. - INTRODUCTION TO WEBGL 2016 Ciril Bohak ciril.bohak@fri.uni-lj.si - INTRODUCTION TO WEBGL What is WebGL? WebGL (Web Graphics Library) is an implementation of OpenGL interface for cmmunication with graphical hardware, intended

More information

Copyright Khronos Group 2012 Page 1. OpenCL 1.2. August 2012

Copyright Khronos Group 2012 Page 1. OpenCL 1.2. August 2012 Copyright Khronos Group 2012 Page 1 OpenCL 1.2 August 2012 Copyright Khronos Group 2012 Page 2 Khronos - Connecting Software to Silicon Khronos defines open, royalty-free standards to access graphics,

More information

Hardware Accelerated Volume Visualization. Leonid I. Dimitrov & Milos Sramek GMI Austrian Academy of Sciences

Hardware Accelerated Volume Visualization. Leonid I. Dimitrov & Milos Sramek GMI Austrian Academy of Sciences Hardware Accelerated Volume Visualization Leonid I. Dimitrov & Milos Sramek GMI Austrian Academy of Sciences A Real-Time VR System Real-Time: 25-30 frames per second 4D visualization: real time input of

More information

Real-Time Ray Tracing Using Nvidia Optix Holger Ludvigsen & Anne C. Elster 2010

Real-Time Ray Tracing Using Nvidia Optix Holger Ludvigsen & Anne C. Elster 2010 1 Real-Time Ray Tracing Using Nvidia Optix Holger Ludvigsen & Anne C. Elster 2010 Presentation by Henrik H. Knutsen for TDT24, fall 2012 Om du ønsker, kan du sette inn navn, tittel på foredraget, o.l.

More information

Qiufeng Zhu Advanced User Interface Spring 2017

Qiufeng Zhu Advanced User Interface Spring 2017 Qiufeng Zhu Advanced User Interface Spring 2017 Brief history of the Web Topics: HTML 5 JavaScript Libraries and frameworks 3D Web Application: WebGL Brief History Phase 1 Pages, formstructured documents

More information

GPGPU. Peter Laurens 1st-year PhD Student, NSC

GPGPU. Peter Laurens 1st-year PhD Student, NSC GPGPU Peter Laurens 1st-year PhD Student, NSC Presentation Overview 1. What is it? 2. What can it do for me? 3. How can I get it to do that? 4. What s the catch? 5. What s the future? What is it? Introducing

More information

Headline in Arial Bold 30pt. Visualisation using the Grid Jeff Adie Principal Systems Engineer, SAPK July 2008

Headline in Arial Bold 30pt. Visualisation using the Grid Jeff Adie Principal Systems Engineer, SAPK July 2008 Headline in Arial Bold 30pt Visualisation using the Grid Jeff Adie Principal Systems Engineer, SAPK July 2008 Agenda Visualisation Today User Trends Technology Trends Grid Viz Nodes Software Ecosystem

More information

Enabling immersive gaming experiences Intro to Ray Tracing

Enabling immersive gaming experiences Intro to Ray Tracing Enabling immersive gaming experiences Intro to Ray Tracing Overview What is Ray Tracing? Why Ray Tracing? PowerVR Wizard Architecture Example Content Unity Hybrid Rendering Demonstration 3 What is Ray

More information

GPGPUs in HPC. VILLE TIMONEN Åbo Akademi University CSC

GPGPUs in HPC. VILLE TIMONEN Åbo Akademi University CSC GPGPUs in HPC VILLE TIMONEN Åbo Akademi University 2.11.2010 @ CSC Content Background How do GPUs pull off higher throughput Typical architecture Current situation & the future GPGPU languages A tale of

More information

1. Introduction 2. Methods for I/O Operations 3. Buses 4. Liquid Crystal Displays 5. Other Types of Displays 6. Graphics Adapters 7.

1. Introduction 2. Methods for I/O Operations 3. Buses 4. Liquid Crystal Displays 5. Other Types of Displays 6. Graphics Adapters 7. 1. Introduction 2. Methods for I/O Operations 3. Buses 4. Liquid Crystal Displays 5. Other Types of Displays 6. Graphics Adapters 7. Optical Discs 1 Structure of a Graphics Adapter Video Memory Graphics

More information

WebGL (Web Graphics Library) is the new standard for 3D graphics on the Web, designed for rendering 2D graphics and interactive 3D graphics.

WebGL (Web Graphics Library) is the new standard for 3D graphics on the Web, designed for rendering 2D graphics and interactive 3D graphics. About the Tutorial WebGL (Web Graphics Library) is the new standard for 3D graphics on the Web, designed for rendering 2D graphics and interactive 3D graphics. This tutorial starts with a basic introduction

More information

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel But you really want shadows, reflections, global illumination, antialiasing

More information

Lecture 2. Shaders, GLSL and GPGPU

Lecture 2. Shaders, GLSL and GPGPU Lecture 2 Shaders, GLSL and GPGPU Is it interesting to do GPU computing with graphics APIs today? Lecture overview Why care about shaders for computing? Shaders for graphics GLSL Computing with shaders

More information

User Guide. Vertex Texture Fetch Water

User Guide. Vertex Texture Fetch Water User Guide Vertex Texture Fetch Water Introduction What Is the Vertex Texture Fetch Water Sample? The sample demonstrates a technique to render small to medium bodies of water using Vertex Texture Fetch

More information

Massively Parallel Non- Convex Optimization on the GPU Through the Graphics Pipeline

Massively Parallel Non- Convex Optimization on the GPU Through the Graphics Pipeline Massively Parallel Non- Convex Optimization on the GPU Through the Graphics Pipeline By Peter Cottle Department of Mechanical Engineering, 6195 Etcheverry Hall, University of California, Berkeley, CA 94720-1740,

More information

GPU Ray Tracing at the Desktop and in the Cloud. Phillip Miller, NVIDIA Ludwig von Reiche, mental images

GPU Ray Tracing at the Desktop and in the Cloud. Phillip Miller, NVIDIA Ludwig von Reiche, mental images GPU Ray Tracing at the Desktop and in the Cloud Phillip Miller, NVIDIA Ludwig von Reiche, mental images Ray Tracing has always had an appeal Ray Tracing Prediction The future of interactive graphics is

More information

CS GPU and GPGPU Programming Lecture 8+9: GPU Architecture 7+8. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 8+9: GPU Architecture 7+8. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 8+9: GPU Architecture 7+8 Markus Hadwiger, KAUST Reading Assignment #5 (until March 12) Read (required): Programming Massively Parallel Processors book, Chapter

More information

WebGL, WebCL and OpenCL

WebGL, WebCL and OpenCL Copyright Khronos Group, 2011 - Page 1 WebGL, WebCL and OpenCL Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page 2 Processor Parallelism

More information

OpenCL Base Course Ing. Marco Stefano Scroppo, PhD Student at University of Catania

OpenCL Base Course Ing. Marco Stefano Scroppo, PhD Student at University of Catania OpenCL Base Course Ing. Marco Stefano Scroppo, PhD Student at University of Catania Course Overview This OpenCL base course is structured as follows: Introduction to GPGPU programming, parallel programming

More information

NVIDIA RTX: Enabling Ray Tracing in Vulkan. Nuno Subtil, Sr. Devtech Engineer / Eric Werness, Sr. System Software Engineer March 27, 2018

NVIDIA RTX: Enabling Ray Tracing in Vulkan. Nuno Subtil, Sr. Devtech Engineer / Eric Werness, Sr. System Software Engineer March 27, 2018 NVIDIA RTX: Enabling Ray Tracing in Vulkan Nuno Subtil, Sr. Devtech Engineer / Eric Werness, Sr. System Software Engineer March 27, 2018 Ray tracing vs. rasterization Overview How did we get here? Real-time

More information

GPU Programming Using NVIDIA CUDA

GPU Programming Using NVIDIA CUDA GPU Programming Using NVIDIA CUDA Siddhante Nangla 1, Professor Chetna Achar 2 1, 2 MET s Institute of Computer Science, Bandra Mumbai University Abstract: GPGPU or General-Purpose Computing on Graphics

More information

Height field ambient occlusion using CUDA

Height field ambient occlusion using CUDA Height field ambient occlusion using CUDA 3.6.2009 Outline 1 2 3 4 Theory Kernel 5 Height fields Self occlusion Current methods Marching several directions from each fragment Sampling several times along

More information

GPU ACCELERATED DATABASE MANAGEMENT SYSTEMS

GPU ACCELERATED DATABASE MANAGEMENT SYSTEMS CIS 601 - Graduate Seminar Presentation 1 GPU ACCELERATED DATABASE MANAGEMENT SYSTEMS PRESENTED BY HARINATH AMASA CSU ID: 2697292 What we will talk about.. Current problems GPU What are GPU Databases GPU

More information

Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem. Copyright Khronos Group Page 1

Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem. Copyright Khronos Group Page 1 Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem Copyright Khronos Group 2015 - Page 1 Khronos Connects Software to Silicon Open Consortium creating ROYALTY-FREE,

More information

OpenCL Overview. Shanghai March Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group

OpenCL Overview. Shanghai March Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2012 - Page 1 OpenCL Overview Shanghai March 2012 Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2012 - Page 2 Processor

More information

GPUs and GPGPUs. Greg Blanton John T. Lubia

GPUs and GPGPUs. Greg Blanton John T. Lubia GPUs and GPGPUs Greg Blanton John T. Lubia PROCESSOR ARCHITECTURAL ROADMAP Design CPU Optimized for sequential performance ILP increasingly difficult to extract from instruction stream Control hardware

More information

REDUCING BEAMFORMING CALCULATION TIME WITH GPU ACCELERATED ALGORITHMS

REDUCING BEAMFORMING CALCULATION TIME WITH GPU ACCELERATED ALGORITHMS BeBeC-2014-08 REDUCING BEAMFORMING CALCULATION TIME WITH GPU ACCELERATED ALGORITHMS Steffen Schmidt GFaI ev Volmerstraße 3, 12489, Berlin, Germany ABSTRACT Beamforming algorithms make high demands on the

More information

Graphics Hardware. Graphics Processing Unit (GPU) is a Subsidiary hardware. With massively multi-threaded many-core. Dedicated to 2D and 3D graphics

Graphics Hardware. Graphics Processing Unit (GPU) is a Subsidiary hardware. With massively multi-threaded many-core. Dedicated to 2D and 3D graphics Why GPU? Chapter 1 Graphics Hardware Graphics Processing Unit (GPU) is a Subsidiary hardware With massively multi-threaded many-core Dedicated to 2D and 3D graphics Special purpose low functionality, high

More information

Introduction to CUDA Algoritmi e Calcolo Parallelo. Daniele Loiacono

Introduction to CUDA Algoritmi e Calcolo Parallelo. Daniele Loiacono Introduction to CUDA Algoritmi e Calcolo Parallelo References q This set of slides is mainly based on: " CUDA Technical Training, Dr. Antonino Tumeo, Pacific Northwest National Laboratory " Slide of Applied

More information

From Brook to CUDA. GPU Technology Conference

From Brook to CUDA. GPU Technology Conference From Brook to CUDA GPU Technology Conference A 50 Second Tutorial on GPU Programming by Ian Buck Adding two vectors in C is pretty easy for (i=0; i

More information

OpenCL Press Conference

OpenCL Press Conference Copyright Khronos Group, 2011 - Page 1 OpenCL Press Conference Tokyo, November 2011 Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page

More information

Web Physics: A Hardware Accelerated Physics Engine for Web- Based Applications

Web Physics: A Hardware Accelerated Physics Engine for Web- Based Applications Web Physics: A Hardware Accelerated Physics Engine for Web- Based Applications Tasneem Brutch, Bo Li, Guodong Rong, Yi Shen, Chang Shu Samsung Research America-Silicon Valley {t.brutch, robert.li, g.rong,

More information

Georgia Institute of Technology, August 17, Justin W. L. Wan. Canada Research Chair in Scientific Computing

Georgia Institute of Technology, August 17, Justin W. L. Wan. Canada Research Chair in Scientific Computing Real-Time Rigid id 2D-3D Medical Image Registration ti Using RapidMind Multi-Core Platform Georgia Tech/AFRL Workshop on Computational Science Challenge Using Emerging & Massively Parallel Computer Architectures

More information

CS354R: Computer Game Technology

CS354R: Computer Game Technology CS354R: Computer Game Technology Real-Time Global Illumination Fall 2018 Global Illumination Mirror s Edge (2008) 2 What is Global Illumination? Scene recreates feel of physically-based lighting models

More information

EE , GPU Programming

EE , GPU Programming EE 4702-1, GPU Programming When / Where Here (1218 Patrick F. Taylor Hall), MWF 11:30-12:20 Fall 2017 http://www.ece.lsu.edu/koppel/gpup/ Offered By David M. Koppelman Room 3316R Patrick F. Taylor Hall

More information

The State of Gaming APIs

The State of Gaming APIs Copyright Khronos Group, 2011 - Page 1 The State of Gaming APIs Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page 2 State of Gaming APIs

More information

Accelerating Realism with the (NVIDIA Scene Graph)

Accelerating Realism with the (NVIDIA Scene Graph) Accelerating Realism with the (NVIDIA Scene Graph) Holger Kunz Manager, Workstation Middleware Development Phillip Miller Director, Workstation Middleware Product Management NVIDIA application acceleration

More information

Grafica Computazionale: Lezione 30. Grafica Computazionale. Hiding complexity... ;) Introduction to OpenGL. lezione30 Introduction to OpenGL

Grafica Computazionale: Lezione 30. Grafica Computazionale. Hiding complexity... ;) Introduction to OpenGL. lezione30 Introduction to OpenGL Grafica Computazionale: Lezione 30 Grafica Computazionale lezione30 Introduction to OpenGL Informatica e Automazione, "Roma Tre" May 20, 2010 OpenGL Shading Language Introduction to OpenGL OpenGL (Open

More information

Spring 2011 Prof. Hyesoon Kim

Spring 2011 Prof. Hyesoon Kim Spring 2011 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on

More information

GPGPU on Mobile Devices

GPGPU on Mobile Devices GPGPU on Mobile Devices Introduction Addressing GPGPU for very mobile devices Tablets Smartphones Introduction Why dedicated GPUs in mobile devices? Gaming Physics simulation for realistic effects 3D-GUI

More information

Graphics Programming. Computer Graphics, VT 2016 Lecture 2, Chapter 2. Fredrik Nysjö Centre for Image analysis Uppsala University

Graphics Programming. Computer Graphics, VT 2016 Lecture 2, Chapter 2. Fredrik Nysjö Centre for Image analysis Uppsala University Graphics Programming Computer Graphics, VT 2016 Lecture 2, Chapter 2 Fredrik Nysjö Centre for Image analysis Uppsala University Graphics programming Typically deals with How to define a 3D scene with a

More information