7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH 2010
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1 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
2 Looking Back, Looking Forward, Why and How is Interactive Rendering Changing Mike Houston AMD
3 Welcome to Beyond Programmable Shading! Beyond Programmable Shading Course, ACM SIGGRAPH
4 ISutherland, Sketchpad, 1961 S Russel, Spacewars, 1961 IBM2250, 1965 A quick history 1960 s to 2000s Good reference: Gouraud, RayTracing, Whitted, Odyssey, Magnavox, U Utah, 1968 Pong, Atari, 1972 Hidden surface removal, UU, 1969 E&S, 1968 Intel, 1968 AMD, 1969 Westworld PDG, 1973 Siggraph ACM, 1973 Z, Texture, Catmull, 1974 NYIT, 1974 Apple II, Apple, 1977 Ikonas, 1978 TRON, Disney 3I, MAGI, NYIT, 1980 REYES, Lucas, 1981 Lucas CGD, 1979 SGI, J. Clark, 1982 Wavefront, 1984 Radiosity, Cornell, st MAC wgui, Apple, 1984 ATI, 1985 Pixar, Lucas, 1986 Renderman, Pixar, 1988 Win 3.0 wgui, MS, 1990 OpenGL 1.0, SGI, 1991 Toy Story, Pixar, 1992 Reality Engine, SGI, 1993 Playstation, Sony, s 1970 s 1980 s 1990 s Nintendo 64, N, 1996 Quake, ID, 1996 Voodoo3D, 3Dfx, 1997 TNT2/ GeF256 NV, 1999 ArtX, /29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH Reference:
5 ArtX1, 1 st integrated TL, 2000 ArtX acquired ATI, 2000 NV acquires 3dfx, 2000 VIA acquires S3, 2000 Gamecube N, 2001 Xbox MS, 2001 A quick history since 2000 DX9 MS, 2002 R300 ATI, 2002 LoftR/2Towers, WETA, 2002 R4xx ATI, 2004 NV4x NV, 2004 DOOM3, ID, 2004 Half-Life2, Valve, 2004 Xbox 360, MS, 2005 X3/600, 1 st PCIe ATI, 2004 SLI/Xfire ATI/NV, 2005 Alias sold SGI, 2004 SGI bankrupcy protection, 2005 R6xx, ATI, 2006 R5xx ATI, 2005 G8x, NV, 2006 CUDA, NV, 2007 Vista/DX10, MS, 2006 Wii, N, 2006 PS3, Sony, 2006 ATI acquired AMD, 2006 R670/x35, AMD, 2007 DX 10.1, MS, 2007 R7xx, AMD, 2008 G2xx, NV, 2008 Crysis-WH, Crytek, 2008 OpenGL 3.0, Khronos, 2008 OpenCL 1.0, Khronos, DX11/Win7 MS, 2009 Evergreen, Larrabee AMD, 2009 announcement Intel, 2008 SGI, Purchased, /29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH Reference:
6 Interactive rendering techniques are created using an inseparable mix of data- and task-parallel algorithms and graphics pipelines 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
7 How do users write new interactive 3D rendering algorithms? 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
8 Fixed Function Pipelines (DX7) Writing new rendering algorithms means Tricks with multitexture, stencil buffer, depth buffer, blending Examples Stencil shadow volumes Hidden line removal 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
9 Programmable Shaders (DX8-10) Writing new rendering algorithms means Tricks with stencil buffer, depth buffer, blending Plus: Writing shaders Examples User-defined materials User-defined lights User-defined data structures (built in texture memory) 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
10 Software Graphics: Part I (DX11) Writing new rendering algorithms means Tricks with stencil buffer, depth buffer, blending Plus: Writing shaders Plus: Writing data- and task-parallel algorithms Analyze results of rendering pipeline Synthesize data structures Examples Dynamic summed area table Dynamic quadtree adaptive shadow map Dynamic histogram-analysis shadow map Dynamic ambient occlusion 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
11 Fast Summed-Area Table Generation and its Applications, Hensley et al., Eurographics 2005 Dynamic Ambient Occlusion and Indirect Lighting, Bunnell, GPU Gems II, 2005 Real-Time Approximate Sorting for Self Shadowing and Transparency in Hair Rendering, Sintorn et al., I3D 2008 Resolution Matched Shadow Maps, Lefohn et al., ACM Transactions on Graphics /29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
12 Software Graphics: Part II (DX11+) Writing new rendering algorithms means Tricks with stencil buffer, depth buffer, blending Plus: Writing shaders Plus: Writing data- and task-parallel algorithms Analyze results of rendering pipeline Synthesize data structures Plus: Creating new and extended rendering pipelines Examples Micropolygon rendering Ray tracing pipelines 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
13 OptiX, NVIDIA 2008 RenderAnts: Interactive Reyes Rendering on GPUs, Zhou et al., ACM SIGGRAPH Asia 2009 Hardware-Accelerated Global Illumination by Image Space Photon Mapping, McGuire and Luebke, High Performance Graphics 2009 FreePipe: a Programmable Parallel Rendering Architecture for Efficient Multi-Fragment Effects, Liu et al., ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games /29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
14 Render to Data Structures DX11 PixelShader 5 Atomics to global memory Gather/scatter to memory ( unordered access views Order independent transparency Capture all rendered fragments Render directly to grid-of-lists data structure instead of framebuffer No framebuffer bound while rendering Increment global counter to get unique address for fragment Scatter {depth, color,prevfrag} to UAV shared by all pixels Result is grid of linked lists Sort and blend lists for final image (pixel shader or compute shader) 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
15 Order Independent Transparency 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
16 There is no single graphics pipeline There is no single workload to optimize Moving forward, interactive rendering is an inseparable mix of Task- and data-parallel algorithms Standard, extended and custom graphics pipelines 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
17 But Some Food For Thought 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
18 The Wheel of Reincarnation Gradually the processor became more complex... Finally the display processor came to resemble a full-fledged computer with some special graphics features. And then a strange thing happened. We felt compelled to add to the processor a second, subsidiary processor, which, itself, began to grow in complexity. It was then that we discovered a disturbing truth. Designing a display processor can become a never-ending cyclical process. In fact, we found the process so frustrating that we have come to call it the "wheel of reincarnation. - Myer and Sutherland On The Design of Display Processors, Communications of the ACM, /29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
19 Will There Be Another Turn of The Wheel of Reincarnation? Is the rise of SW graphics a temporary (5-10) year window as we go around the wheel of reincarnation or has the wheel stopped turning? If it has stopped turning, why? If it hasn t stopped turning, what will be the next fixed-function hardware? 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
20 Conclusions Software + hardware graphics is here today (beginning for real in DX11) Graphics programming is no longer simply a single pre-defined pipeline Research is ablaze with software rendering research on GPUs and CPUs Future real-time rendering programming will consist of A pre-defined (Direct3D/OpenGL) rendering pipeline User-defined software pipelines User-defined data- and task-parallel code tightly coupled to graphics pipelines Is the wheel of reincarnation still turning? 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
21 Beyond Programmable Shading I 9:00 9:20 - Mike Houston, AMD Looking Back, Looking Forward, Why and How is Interactive Rendering Changing 9:20 9:45 - Johan Andersson, DICE Five Major Challenges in Interactive Rendering 9:45 10:15 - Kayvon Fatahalian, Stanford Running Code at a Teraflop: How a GPU Shader Core Works 10:15 10:45 - Aaron Lefohn, Intel Parallel Programming for Real-Time Graphics 10:45 11:15 - Chas Boyd, Microsoft DirectCompute Use in Real-Time Rendering Products 11:15 11:45 - David Luebke, NVIDIA Research Surveying Real-Time Beyond Programmable Shading Rendering Algorithms 11:45 12:15 - Johan Andersson, DICE Bending the Graphics Pipeline 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
22 Beyond Programmable Shading II 2:00 2:05 - Aaron Lefohn, Intel Welcome and Re-Introduction 2:05 2:35 - Jonathan Ragan-Kelley, MIT Keeping Many Cores Busy: Scheduling the Graphics Pipeline 2:35 3:10 - Kayvon Fatahalian, Stanford Evolving the Direct3D Pipeline for Real-Time Micropolygon Rendering 3:10 3:30 - Jonathan Ragan-Kelley, MIT Decoupled Sampling for Real-Time Graphics Pipelines 3:30 3:50 - Andrew Lauritzen, Intel Deferred Rendering for Current and Future Rendering Pipelines 3:50 4:15 - Luca Fascione, WETA Jacopo Pantaleoni, NVIDIA Research PantaRay: A Case Study in GPU Ray-Tracing for Movies 4:15 4:30 - Mike Houston, AMD Wrapup: What's Next for Interactive Rendering Research? 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
23 Beyond Programmable Shading II 4:30 5:15 Panel: What Role Will Fixed-Function Hardware Play in Future Graphics Architectures? Moderator: Kurt Akeley Microsoft Research Panelists: Steve Molnar, NVIDIA David Blythe, Intel Mike Houston, AMD Johan Andersson, DICE Kayvon Fatahalian, Stanford 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
24 Course webpage and slides: 7/29/2010 Beyond Programmable Shading Course, ACM SIGGRAPH
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