GPGPU on Mobile Devices
|
|
- Lynette Simpson
- 6 years ago
- Views:
Transcription
1 GPGPU on Mobile Devices
2 Introduction Addressing GPGPU for very mobile devices Tablets Smartphones
3 Introduction Why dedicated GPUs in mobile devices? Gaming Physics simulation for realistic effects 3D-GUI / compositor effects
4 Introduction Why GPGPU on mobile devices? Computational photography Image enhancement Image editing Computer vision Visual/image recognition Geo-localization Token recognition Augmented reality Easier support for new media codecs
5 Hardware Dedicated GPUs PowerVR's GPU series e.g. SGX540/543 used for the Nexus S / ipad 4-8 cores at ~200MHz MTriangles/s / 1000 MPixel/s fill rate Nvidia's Tegra series CPU/GPU combination (usually ARM CPU core) Used mostly in tablets and cars ULP (ultra-low power) GeForce GPU ~ MHz core clock speed 4 pixel and 4 vertex shader processors Not a unified architecture!
6 Hardware Nvidia's Tegra Development Kit
7 Graphics/GPU APIs OpenGL ES is the embedded 3D graphics standard OpenGL for Embedded Systems OpenVG is 2D rendering standard Open Vector Graphics EGL Embedded-System Graphics Library Interface to the window system Mobile version of WGL and GLX
8 OpenGL ES 2.0 Mostly programmable pipeline No more fixed function pipeline No glbegin() / glend() Drawing only via vertex arrays OpenGL ES Shading Language Similar to GLSL Sample from OpenGL ES Quick Reference Card Frame buffer objects available Depth test, stencil test etc.
9 OpenCL Embedded Profile
10 OpenCL Embedded Profile
11 OpenCL Embedded Profile Stripped-down version of OpenCL Minimum requirements can be smaller No 64-bit integers Reduced floating point accuracy Nearest sampling for float texture images 2D/3D image support is optional Might run on a DSP not on the GPU! Or even on a mixed CPU/GPU/DSP environment
12 OpenCL Embedded Profile OpenCL Embedded Profile Prototype in Mobile Devive Nokia
13 OpenCL Embedded Profile Querying available profiles
14 Application 1 Accelerating image recognition on mobile devices using GPGPU, SPIE 2011 Miguel Bordallo López et al, U Oulo & Nokia Research Goal: face tracking on mobile devices Locally binary patterns as features Ada-Boost for classification Hardware platform TI OMAP3530 ARM Cortex A-8 PowerVR SGX 530 E.g. Nokia N900
15 Mobile Face Tracking Most steps on the GPU Linear classifier on CPU c (f 1,..., f n ; x )=sgn ( wi f i ( x )) Courtesy of Miguel Bordallo López
16 Mobile Face Tracking Optional preprocessing Convert to gray scale One quarter of the image per color channel Better utilization of vec4 shader units Courtesy of Miguel Bordallo López
17 Mobile Face Tracking Locally binary patterns (LBP) A.k.a. census transform Ojala et.al Zabih & Woodfill, 1994 Texture-based features Robust to illumination changes
18 Mobile Face Tracking LBP extraction run-time Rescaling & image preprocessing Courtesy of Miguel Bordallo López
19 Mobile Face Tracking Both preprocessing & LBP extraction Power consumption Courtesy of Miguel Bordallo López
20 Application 2 OpenCL for image processing, Nokia "OpenCL embedded profile prototype in mobile device," J. Leskelä et al., IEEE Workshop on Signal Processing Systems, Geometric distortion + blurring + color transformation Based on OpenCL not OpenGL ES Leskelä et al., 2009
21 OpenCL for Image Processing Kernel header Leskelä et al., 2009
22 OpenCL for Image Processing Local declarations Leskelä et al., 2009
23 OpenCL for Image Processing Distort geometry (texture lookup) Leskelä et al., 2009
24 OpenCL for Image Processing Fetch neighboring pixels & blur Leskelä et al., 2009
25 OpenCL for Image Processing Color transformation and write to destination Leskelä et al., 2009
26 OpenCL for Image Processing Run-time comparison CPU: ARM Cortex A-8; 550 MHz GPU: PowerVR SGX530; 110 MHz 3 MPixel RGBA images CPU only: 8.6 s/image Slow FPU Will work faster with fixed point arithmetic GPU only: 2.4 s/image CPU+GPU: 2.5 s/image Bad scheduling CPU+GPU improved: 2.02 s/image Leskelä et al., 2009
27 OpenCL for Image Processing Energy consumption CPU: 3.93 J/frame GPU: 0.56 J/frame (~14%) 0.26 J/frame due to CPU GPU data transfer When power consumption matters High parallelism at low clock frequencies (110 MHz) is better than low parallelism at high clock frequencies (550 Mhz) Dissipation increases super-linearly with frequency Leskelä et al., 2009
Handheld Devices. Kari Pulli. Research Fellow, Nokia Research Center Palo Alto. Material from Jyrki Leskelä, Jarmo Nikula, Mika Salmela
OpenCL in Handheld Devices Kari Pulli Research Fellow, Nokia Research Center Palo Alto Material from Jyrki Leskelä, Jarmo Nikula, Mika Salmela 1 OpenCL 1.0 Embedded Profile Enables OpenCL on mobile and
More informationDave Shreiner, ARM March 2009
4 th Annual Dave Shreiner, ARM March 2009 Copyright Khronos Group, 2009 - Page 1 Motivation - What s OpenGL ES, and what can it do for me? Overview - Lingo decoder - Overview of the OpenGL ES Pipeline
More informationLecture 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 informationShaders. 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 informationCS427 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 informationIntroduction to OpenGL ES 3.0
Introduction to OpenGL ES 3.0 Eisaku Ohbuchi Digital Media Professionals Inc. 2012 Digital Media Professionals Inc. All rights reserved. 12/Sep/2012 Page 1 Agenda DMP overview (quick!) OpenGL ES 3.0 update
More informationReal - 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 informationOpenGL on Android. Lecture 7. Android and Low-level Optimizations Summer School. 27 July 2015
OpenGL on Android Lecture 7 Android and Low-level Optimizations Summer School 27 July 2015 This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this
More informationCS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST
CS 380 - GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 17) Read (required): GLSL book, chapter 4 (The OpenGL Programmable
More informationGraphics 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 informationThe Benefits of GPU Compute on ARM Mali GPUs
The Benefits of GPU Compute on ARM Mali GPUs Tim Hartley 1 SEMICON Europa 2014 ARM Introduction World leading semiconductor IP Founded in 1990 1060 processor licenses sold to more than 350 companies >
More informationGraphics Hardware. Instructor Stephen J. Guy
Instructor Stephen J. Guy Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability! Programming Examples Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability!
More informationPowerVR Series5. Architecture Guide for Developers
Public Imagination Technologies PowerVR Series5 Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.
More informationMobile Graphics Ecosystem. Tom Olson OpenGL ES working group chair
OpenGL ES in the Mobile Graphics Ecosystem Tom Olson OpenGL ES working group chair Director, Graphics Research, ARM Ltd 1 Outline Why Mobile Graphics? OpenGL ES Overview Getting Started with OpenGL ES
More informationEnabling a Richer Multimedia Experience with GPU Compute. Roberto Mijat Visual Computing Marketing Manager
Enabling a Richer Multimedia Experience with GPU Compute Roberto Mijat Visual Computing Marketing Manager 1 What is GPU Compute Operating System and most application processing continue to reside on the
More informationThe Application Stage. The Game Loop, Resource Management and Renderer Design
1 The Application Stage The Game Loop, Resource Management and Renderer Design Application Stage Responsibilities 2 Set up the rendering pipeline Resource Management 3D meshes Textures etc. Prepare data
More informationGPGPU 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 informationLecture 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 informationGraphics 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 informationIntroduction to Shaders.
Introduction to Shaders Marco Benvegnù hiforce@gmx.it www.benve.org Summer 2005 Overview Rendering pipeline Shaders concepts Shading Languages Shading Tools Effects showcase Setup of a Shader in OpenGL
More informationSpring 2009 Prof. Hyesoon Kim
Spring 2009 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 informationIntroduction to Modern GPU Hardware
The following content are extracted from the material in the references on last page. If any wrong citation or reference missing, please contact ldvan@cs.nctu.edu.tw. I will correct the error asap. This
More informationSpring 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 informationCSE 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 informationBifrost - The GPU architecture for next five billion
Bifrost - The GPU architecture for next five billion Hessed Choi Senior FAE / ARM ARM Tech Forum June 28 th, 2016 Vulkan 2 ARM 2016 What is Vulkan? A 3D graphics API for the next twenty years Logical successor
More informationEnhancing Traditional Rasterization Graphics with Ray Tracing. March 2015
Enhancing Traditional Rasterization Graphics with Ray Tracing March 2015 Introductions James Rumble Developer Technology Engineer Ray Tracing Support Justin DeCell Software Design Engineer Ray Tracing
More informationCS GPU and GPGPU Programming Lecture 7: Shading and Compute APIs 1. Markus Hadwiger, KAUST
CS 380 - GPU and GPGPU Programming Lecture 7: Shading and Compute APIs 1 Markus Hadwiger, KAUST Reading Assignment #4 (until Feb. 23) Read (required): Programming Massively Parallel Processors book, Chapter
More informationWhat was removed? (1) OpenGL ES vs. OpenGL
SLIDE 2 Outline What is? vs. OpenGL Profiles and versions EGL Surfaces on Windows CE and Symbian Implementations SLIDE 3 SLIDE 4 What is? Small-footprint subset of OpenGL OpenGL is too large for embedded
More informationBringing AAA graphics to mobile platforms. Niklas Smedberg Senior Engine Programmer, Epic Games
Bringing AAA graphics to mobile platforms Niklas Smedberg Senior Engine Programmer, Epic Games Who Am I A.k.a. Smedis Platform team at Epic Games Unreal Engine 15 years in the industry 30 years of programming
More informationCurrent 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 informationPOWERVR MBX & SGX OpenVG Support and Resources
POWERVR MBX & SGX OpenVG Support and Resources Kristof Beets 3 rd Party Relations Manager - Imagination Technologies kristof.beets@imgtec.com Copyright Khronos Group, 2006 - Page 1 Copyright Khronos Group,
More informationReal - Time Rendering. Pipeline optimization. Michal Červeňanský Juraj Starinský
Real - Time Rendering Pipeline optimization Michal Červeňanský Juraj Starinský Motivation Resolution 1600x1200, at 60 fps Hw power not enough Acceleration is still necessary 3.3.2010 2 Overview Application
More informationMali Developer Resources. Kevin Ho ARM Taiwan FAE
Mali Developer Resources Kevin Ho ARM Taiwan FAE ARM Mali Developer Tools Software Development SDKs for OpenGL ES & OpenCL OpenGL ES Emulators Shader Development Studio Shader Library Asset Creation Texture
More informationMultimedia in Mobile Phones. Architectures and Trends Lund
Multimedia in Mobile Phones Architectures and Trends Lund 091124 Presentation Henrik Ohlsson Contact: henrik.h.ohlsson@stericsson.com Working with multimedia hardware (graphics and displays) at ST- Ericsson
More informationApplications and Implementations
Copyright Khronos Group, 2010 - Page 1 Applications and Implementations Hwanyong LEE CTO and Technical Marketing Director HUONE System Integration Application Acceleration Authoring and accessibility Khronos
More informationCS8803SC 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 informationIntroduction to creating 3D UI with BeagleBoard. ESC-341 Presented by Diego Dompe
Introduction to creating 3D UI with BeagleBoard ESC-341 Presented by Diego Dompe diego.dompe@ridgerun.com Agenda Introduction to BeagleBoard multimedia architecture features. Review of Linux graphic stacks
More informationReal-Time Rendering (Echtzeitgraphik) Michael Wimmer
Real-Time Rendering (Echtzeitgraphik) Michael Wimmer wimmer@cg.tuwien.ac.at Walking down the graphics pipeline Application Geometry Rasterizer What for? Understanding the rendering pipeline is the key
More informationGPGPU. 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 informationCS 179: GPU Programming
CS 179: GPU Programming Introduction Lecture originally written by Luke Durant, Tamas Szalay, Russell McClellan What We Will Cover Programming GPUs, of course: OpenGL Shader Language (GLSL) Compute Unified
More informationCopyright 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 informationGPU Computation Strategies & Tricks. Ian Buck NVIDIA
GPU Computation Strategies & Tricks Ian Buck NVIDIA Recent Trends 2 Compute is Cheap parallelism to keep 100s of ALUs per chip busy shading is highly parallel millions of fragments per frame 0.5mm 64-bit
More informationOur Technology Expertise for Software Engineering Services. AceThought Services Your Partner in Innovation
Our Technology Expertise for Software Engineering Services High Performance Computing MultiCore CPU AceThought experts will re-design your sequential algorithms or applications to execute in parallel by
More informationNext 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 informationMobile graphics API Overview
Mobile graphics API Overview Michael Doggett Department of Computer Science Lund University 2009 Michael Doggett and Tomas Akenine-Möller 1 Register Please check to see if your name is on the list, if
More informationTutorial on GPU Programming #2. Joong-Youn Lee Supercomputing Center, KISTI
Tutorial on GPU Programming #2 Joong-Youn Lee Supercomputing Center, KISTI Contents Graphics Pipeline Vertex Programming Fragment Programming Introduction to Cg Language Graphics Pipeline The process to
More informationProspects for a more robust, simpler and more efficient shader cross-compilation pipeline in Unity with SPIR-V
Prospects for a more robust, simpler and more efficient shader cross-compilation pipeline in Unity with SPIR-V 2015/04/14 - Christophe Riccio, OpenGL Democratizing games development Monument Valley by
More informationSMARTPHONE HARDWARE: ANATOMY OF A HANDSET. Mainak Chaudhuri Indian Institute of Technology Kanpur Commonwealth of Learning Vancouver
SMARTPHONE HARDWARE: ANATOMY OF A HANDSET Mainak Chaudhuri Indian Institute of Technology Kanpur Commonwealth of Learning Vancouver Outline of topics What is the hardware architecture of a How does communication
More informationMattan Erez. The University of Texas at Austin
EE382V: Principles in Computer Architecture Parallelism and Locality Fall 2008 Lecture 10 The Graphics Processing Unit Mattan Erez The University of Texas at Austin Outline What is a GPU? Why should we
More informationGraphics 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 informationX. GPU Programming. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter X 1
X. GPU Programming 320491: Advanced Graphics - Chapter X 1 X.1 GPU Architecture 320491: Advanced Graphics - Chapter X 2 GPU Graphics Processing Unit Parallelized SIMD Architecture 112 processing cores
More informationC P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev
C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image
More informationThreading Hardware in G80
ing Hardware in G80 1 Sources Slides by ECE 498 AL : Programming Massively Parallel Processors : Wen-Mei Hwu John Nickolls, NVIDIA 2 3D 3D API: API: OpenGL OpenGL or or Direct3D Direct3D GPU Command &
More informationEfficient and Scalable Shading for Many Lights
Efficient and Scalable Shading for Many Lights 1. GPU Overview 2. Shading recap 3. Forward Shading 4. Deferred Shading 5. Tiled Deferred Shading 6. And more! First GPU Shaders Unified Shaders CUDA OpenCL
More informationEnhancing 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 informationCMPE 665:Multiple Processor Systems CUDA-AWARE MPI VIGNESH GOVINDARAJULU KOTHANDAPANI RANJITH MURUGESAN
CMPE 665:Multiple Processor Systems CUDA-AWARE MPI VIGNESH GOVINDARAJULU KOTHANDAPANI RANJITH MURUGESAN Graphics Processing Unit Accelerate the creation of images in a frame buffer intended for the output
More informationProfiling and Debugging Games on Mobile Platforms
Profiling and Debugging Games on Mobile Platforms Lorenzo Dal Col Senior Software Engineer, Graphics Tools Gamelab 2013, Barcelona 26 th June 2013 Agenda Introduction to Performance Analysis with ARM DS-5
More informationAPI Background. Prof. George Wolberg Dept. of Computer Science City College of New York
API Background Prof. George Wolberg Dept. of Computer Science City College of New York Objectives Graphics API history OpenGL API OpenGL function format Immediate Mode vs Retained Mode Examples The Programmer
More informationHardware 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 informationNVIDIA 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 informationCS179: GPU Programming
CS179: GPU Programming Lecture 4: Textures Original Slides by Luke Durant, Russel McClellan, Tamas Szalay Today Recap Textures What are textures? Traditional uses Alternative uses Recap Our data so far:
More informationThe Rasterization Pipeline
Lecture 5: The Rasterization Pipeline (and its implementation on GPUs) Computer Graphics CMU 15-462/15-662, Fall 2015 What you know how to do (at this point in the course) y y z x (w, h) z x Position objects
More informationCloth Simulation on the GPU. Cyril Zeller NVIDIA Corporation
Cloth Simulation on the GPU Cyril Zeller NVIDIA Corporation Overview A method to simulate cloth on any GPU supporting Shader Model 3 (Quadro FX 4500, 4400, 3400, 1400, 540, GeForce 6 and above) Takes advantage
More informationCS450/550. Pipeline Architecture. Adapted From: Angel and Shreiner: Interactive Computer Graphics6E Addison-Wesley 2012
CS450/550 Pipeline Architecture Adapted From: Angel and Shreiner: Interactive Computer Graphics6E Addison-Wesley 2012 0 Objectives Learn the basic components of a graphics system Introduce the OpenGL pipeline
More informationApplications and Implementations
Copyright Khronos Group, 2010 - Page 1 Applications and Implementations Hwanyong LEE CTO and Technical Marketing Director HUONE OpenVG Royalty-free open standard API Low-level 2D vector graphics rendering
More informationBifurcation Between CPU and GPU CPUs General purpose, serial GPUs Special purpose, parallel CPUs are becoming more parallel Dual and quad cores, roadm
XMT-GPU A PRAM Architecture for Graphics Computation Tom DuBois, Bryant Lee, Yi Wang, Marc Olano and Uzi Vishkin Bifurcation Between CPU and GPU CPUs General purpose, serial GPUs Special purpose, parallel
More informationProgrammable GPUs. Real Time Graphics 11/13/2013. Nalu 2004 (NVIDIA Corporation) GeForce 6. Virtua Fighter 1995 (SEGA Corporation) NV1
Programmable GPUs Real Time Graphics Virtua Fighter 1995 (SEGA Corporation) NV1 Dead or Alive 3 2001 (Tecmo Corporation) Xbox (NV2A) Nalu 2004 (NVIDIA Corporation) GeForce 6 Human Head 2006 (NVIDIA Corporation)
More informationAntonio R. Miele Marco D. Santambrogio
Advanced Topics on Heterogeneous System Architectures GPU Politecnico di Milano Seminar Room A. Alario 18 November, 2015 Antonio R. Miele Marco D. Santambrogio Politecnico di Milano 2 Introduction First
More informationToday s Agenda. Basic design of a graphics system. Introduction to OpenGL
Today s Agenda Basic design of a graphics system Introduction to OpenGL Image Compositing Compositing one image over another is most common choice can think of each image drawn on a transparent plastic
More informationLecture 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 informationPowerVR Hardware. Architecture Overview for Developers
Public Imagination Technologies PowerVR Hardware Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.
More information3D Rendering Pipeline
3D Rendering Pipeline Reference: Real-Time Rendering 3 rd Edition Chapters 2 4 OpenGL SuperBible 6 th Edition Overview Rendering Pipeline Modern CG Inside a Desktop Architecture Shaders Tool Stage Asset
More informationThe Bifrost GPU architecture and the ARM Mali-G71 GPU
The Bifrost GPU architecture and the ARM Mali-G71 GPU Jem Davies ARM Fellow and VP of Technology Hot Chips 28 Aug 2016 Introduction to ARM Soft IP ARM licenses Soft IP cores (amongst other things) to our
More informationAdvanced Imaging Applications on Smart-phones Convergence of General-purpose computing, Graphics acceleration, and Sensors
Advanced Imaging Applications on Smart-phones Convergence of General-purpose computing, Graphics acceleration, and Sensors Sriram Sethuraman Technologist & DMTS, Ittiam 1 Overview Imaging on Smart-phones
More informationGPU Architecture. Michael Doggett Department of Computer Science Lund university
GPU Architecture Michael Doggett Department of Computer Science Lund university GPUs from my time at ATI R200 Xbox360 GPU R630 R610 R770 Let s start at the beginning... Graphics Hardware before GPUs 1970s
More informationImproving Mobile Augmented Reality User Experience on Smartphones
Improving Mobile Augmented Reality User Experience on Smartphones A thesis submitted in partial fulfilment of the requirements for the Degree of Master of Science in Computer Science and Software Engineering
More informationCS770/870 Spring 2017 Open GL Shader Language GLSL
Preview CS770/870 Spring 2017 Open GL Shader Language GLSL Review traditional graphics pipeline CPU/GPU mixed pipeline issues Shaders GLSL graphics pipeline Based on material from Angel and Shreiner, Interactive
More informationCS770/870 Spring 2017 Open GL Shader Language GLSL
CS770/870 Spring 2017 Open GL Shader Language GLSL Based on material from Angel and Shreiner, Interactive Computer Graphics, 6 th Edition, Addison-Wesley, 2011 Bailey and Cunningham, Graphics Shaders 2
More informationWhiz-Bang Graphics and Media Performance for Java Platform, Micro Edition (JavaME)
Whiz-Bang Graphics and Media Performance for Java Platform, Micro Edition (JavaME) Pavel Petroshenko, Sun Microsystems, Inc. Ashmi Bhanushali, NVIDIA Corporation Jerry Evans, Sun Microsystems, Inc. Nandini
More informationHPC Middle East. KFUPM HPC Workshop April Mohamed Mekias HPC Solutions Consultant. Introduction to CUDA programming
KFUPM HPC Workshop April 29-30 2015 Mohamed Mekias HPC Solutions Consultant Introduction to CUDA programming 1 Agenda GPU Architecture Overview Tools of the Trade Introduction to CUDA C Patterns of Parallel
More informationRendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane
Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world
More informationGeneral Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing)
ME 290-R: General Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing) Sara McMains Spring 2009 Performance: Bottlenecks Sources of bottlenecks CPU Transfer Processing Rasterizer
More informationCopyright Khronos Group, Page Graphic Remedy. All Rights Reserved
Avi Shapira Graphic Remedy Copyright Khronos Group, 2009 - Page 1 2004 2009 Graphic Remedy. All Rights Reserved Debugging and profiling 3D applications are both hard and time consuming tasks Companies
More informationGraphics Hardware, Graphics APIs, and Computation on GPUs. Mark Segal
Graphics Hardware, Graphics APIs, and Computation on GPUs Mark Segal Overview Graphics Pipeline Graphics Hardware Graphics APIs ATI s low-level interface for computation on GPUs 2 Graphics Hardware High
More informationSHADER PROGRAMMING. Based on Jian Huang s lecture on Shader Programming
SHADER PROGRAMMING Based on Jian Huang s lecture on Shader Programming What OpenGL 15 years ago could do http://www.neilturner.me.uk/shots/opengl-big.jpg What OpenGL can do now What s Changed? 15 years
More informationProgramming shaders & GPUs Christian Miller CS Fall 2011
Programming shaders & GPUs Christian Miller CS 354 - Fall 2011 Fixed-function vs. programmable Up until 2001, graphics cards implemented the whole pipeline for you Fixed functionality but configurable
More informationOpenGL 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 informationModule 13C: Using The 3D Graphics APIs OpenGL ES
Module 13C: Using The 3D Graphics APIs OpenGL ES BREW TM Developer Training Module Objectives See the steps involved in 3D rendering View the 3D graphics capabilities 2 1 3D Overview The 3D graphics library
More informationBuilding scalable 3D applications. Ville Miettinen Hybrid Graphics
Building scalable 3D applications Ville Miettinen Hybrid Graphics What s going to happen... (1/2) Mass market: 3D apps will become a huge success on low-end and mid-tier cell phones Retro-gaming New game
More informationGeneral Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing)
ME 290-R: General Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing) Sara McMains Spring 2009 Lecture 7 Outline Last time Visibility Shading Texturing Today Texturing continued
More informationProgramming Guide. Aaftab Munshi Dan Ginsburg Dave Shreiner. TT r^addison-wesley
OpenGUES 2.0 Programming Guide Aaftab Munshi Dan Ginsburg Dave Shreiner TT r^addison-wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid
More informationCSE 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 informationIEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications www.computer.org/cga Making Augmented Reality Practical on Mobile Phones, Part 2 Daniel Wagner and Dieter Schmalstieg Vol. 29, No. 4 July/Aug. 2009 This material
More informationGoForce 3D: Coming to a Pixel Near You
GoForce 3D: Coming to a Pixel Near You CEDEC 2004 NVIDIA Actively Developing Handheld Solutions Exciting and Growing Market Fully Committed to developing World Class graphics products for the mobile Already
More informationOpenGL ES 2.0 : Start Developing Now. Dan Ginsburg Advanced Micro Devices, Inc.
OpenGL ES 2.0 : Start Developing Now Dan Ginsburg Advanced Micro Devices, Inc. Agenda OpenGL ES 2.0 Brief Overview Tools OpenGL ES 2.0 Emulator RenderMonkey w/ OES 2.0 Support OpenGL ES 2.0 3D Engine Case
More informationKhronos 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 informationNVIDIA nfinitefx Engine: Programmable Pixel Shaders
NVIDIA nfinitefx Engine: Programmable Pixel Shaders The NVIDIA nfinitefx Engine: The NVIDIA nfinitefx TM engine gives developers the ability to program a virtually infinite number of special effects and
More informationSIGGRAPH 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 informationGrafica 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 informationCompute Shaders. Christian Hafner. Institute of Computer Graphics and Algorithms Vienna University of Technology
Compute Shaders Christian Hafner Institute of Computer Graphics and Algorithms Vienna University of Technology Overview Introduction Thread Hierarchy Memory Resources Shared Memory & Synchronization Christian
More information