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RealTime Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a01fall About Kurt Personal history B.E.E. Univeristy of Delaware, 1980 M.S.E.E. Stanford, 1982 SGI cofounder, chief engineer, CTO, 1982 2000 Lots of SIGGRAPH involvement Currently Reinstated as Ph.D. student here (almost ;) Working at NVIDIA on Fridays Book on this subject 1

Other Notes OpenGL Lots of history with this Good framework for understanding Glossary Online soon Feedback Yes! Outline Introductions (done) Evolution of Graphics Systems (Kurt) Future Evolution (Pat) Lecture Schedule (Pat) Brief Introduction to Perception (Kurt) Course Logistics (Pat) 2

Evolution of Realtime Graphics Don t have a genealogy chart (This would be a great project) Some important phases Early research Flight simulation GLlike: Terminal > SGI > PC We ll focus on GLlike Attempt to credit research and simulation results Axes of Improvement Performance Triangles / second Pixel fragments / second Features Hidden surface elimination Image mapping Antialiasing Quality Bits of numeric resolution Image filters 3

Relationships of Axes Software is the base line Performance is inversely proportional to algorithm complexity Hardware behavior differs from software Performance is invariant to complexity, or Performance falls off catastrophically If use of feature X is free (meaning that it imposes no penalty in performance) then rendering without using feature X is too slow! Pipelining leads to free features Traditional parallelism typically doesn t Generations (GLlike machines) Generations are defined in terms of feature sets Only features that are included in the performance plateau count Performance Gen1 Gen2 Gen3 Gen4 4

First Generation Wireframe Vertex: transform, clip, and project Rasterization: color interpolation (points, lines) Fragment: overwrite Dates: prior to 1987 Second Generation Shaded Solids Vertex: lighting calculation Rasterization: depth interpolation (triangles) Fragment: depth buffer, color blending Dates: 1987 1992 5

Third Generation Texture Mapping Vertex: texture coordinate transformation Rasterization: texture coordinate interpolation Fragment: texture evaluation, antialiasing Dates: 1992 2000 SGI Historicals Year Product Fill rate Tri rate 1984 Iris 2000 46M 10K 1988 GTX 80M 1.2 135K 1.9 1992 RealityEngine 380M 1.5 2M 2.0 1996 InfiniteReality 1000M 1.3 12M 1.6 1.3 1.8 6

SGI Historicals Gen Year Product Fill rate Tri rate 1st 1984 Iris 2000 46M 10K 2nd 1988 GTX 80M 1.2 135K 1.9 3rd 1992 RealityEngine 380M 1.5 2M 2.0 3rd 1996 InfiniteReality 1000M 1.3 12M 1.6 1.3 1.8 SGI Historicals (Depth Buffered) Gen Year Product Zbuf rate ZTri rate 1st 1984 Iris 2000 100K 0.8K 2nd 1988 GTX 40M 4.5 135K 3.6 3rd 1992 RealityEngine 380M 1.8 2M 2.0 3rd 1996 InfiniteReality 1000M 1.3 12M 1.6 2.2 2.2 Yearly Growth well above Moore s Law 7

nvidia Graphics growth (225%/yr) Season Product Process # Trans Gflops 32bit AA Fill Mpolys Notes 2H97 Riva 128.35 3M 5 20M 3M Integrated 2D/3D 1H98 Riva ZX.25 5M 7 31M 3M AGP2x 2H98 Riva TNT.25 7M 10 50M 6M 32bit 1H99 TNT2.22 9M 15 75M 9M AGP4x 2H99 GeForce.22 23M 25 120M 15M HW T&L 1H00 GeForce2.18 25M 35 200M 1 25M PerPixel Shading 2H00 NV16.18 25M 45 250M 1 31M 230 Mhz DDR 1H01 NV20.15 55M 80 500M 1 30M 2 Programmable Essentially Moore s Law Cubed. 1: Dual textured 2: Programmable nvidia Historicals Season Product Fill rate Tri rate 2H97 Riva 128 20M 3M 1H98 Riva ZX 31M 2.4 3M 1.0 2H98 Riva TNT 50M 2.6 6M 4.0 1H99 TNT2 75M 2.3 9M 2.3 2H99 GeForce 120M 2.6 15M 2.8 1H00 GeForce2 200M 2.6 25M 2.8 2H00 NV16 250M 1.6 31M 1.5 1H01 NV20 500M 4.0 30M 1.0 2.5 2.2 Yearly Growth well above Moore s Law 8

Fourth Generation Programmability Programmable shading Imagebased rendering Convergence of graphics and media processing Curved surfaces Fifth Generation Global Evaluation Ray tracing: visibility and integration True shadows, path tracing, photon mapping 9

From Batch to Interactive 1 mo. 10 6 s 1 week 1 day 10 4 s 1 hr. log time Courtesy Frank Crow, Interval Fanatical Possible Teddy Bear 250 GI s 100 s 1 min. 1.0 s Practical Kitchen Table 10 GI s Interactive 0.01 s Immersive 10 mips 100 mips 1gips 10 gips 100 gips Stemware 100 MI s log performance Perception Interactive graphics is all about eye candy Not going to discuss bridge design Good designers know their customers Understand visual perception NTSC is a great example References Foundations of Vision, Brian Wandell A Technical Introduction to Digital Video, Charles Poynton 10

Perception Issues Intensity Motion Latency Color Resolution. Demo Intensity and motion 11

Intensity Eye has nonlinear response to intensity Minimum visible (static) contrast ratio is 1% Brightness = k Intensity 0.4 CRT has nonlinear response to input signal Intensity = a Input gamma + b Combined response is nearlinear 0.4 (2.2) ~= 1.0 Suggests that 8bit DAC would handle 100x range But Color arithmetic is done in linear intensity Graphs Foundations of Vision, Wandell, p. 416 12

Gamma Correction Store image linear in brightness Best use of available storage precision 256 representable levels are enough Requires conversion for each pixel operation Historically unusual design choice Store image linear in intensity Native arithmetic format Requires conversion during display Large brightness steps at low intensities 256 representable levels are not enough! Historically typical design choice Motion Eye is sensitive to motion and change (only) Rule 1: Avoid substantial frametoframe changes Animation No flicker detection above 80Hz or so Sequence of frames is interpreted as continuous Corollary to rule 1: Evaluate sequences of images Eye/brain combination tracks motion Image doubling if render and display rates differ Interlace artifacts if render and field rates differ Separation if colors are displayed sequentially 13

Latency Latency is a critical system issue GPU is just a link in the latency chain Latency budget is sum of all delays Human latency thresholds Handeye (fixed display) is ~100ms Headeye (headmounted display) is ~10ms Regan, Matthew and Pose, Ronald, An Interactive Graphics Display Architecture, Proceedings of IEEE Virtual Reality Annual International Symposium, 18 22 September 1993, Seattle USA Color Three cone types (S, M, L) Color can be represented as a 3tuple RGB is convenient for display (L,M,S) Other tuples for other purposes Cone densities differ S (blue) cones low density L,M (red, green) cones higher density Color arithmetic Independent R, G, and B calculations are wrong 3x3 matrix arithmetic is required 14

Resolution Eye s resolution is not evenly distributed Foveal resolution is ~20x peripheral Can track direction of view Flicker sensitivity higher in periphery Static and dynamic resolutions differ Think of screendoor effect One eye can compensate for the other Research at NASA suggests highresolution dominant display. RealTime Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a01fall 15