NVIDIA Developer Tools for Graphics and PhysX

Similar documents
NVIDIA Authoring Tools for

Siggraph Agenda. Usability & Productivity. FX Composer 2.5. Usability & Productivity 9/12/2008 9:16 AM

NVIDIA Parallel Nsight. Jeff Kiel

Accelerating Realism with the (NVIDIA Scene Graph)

NVIDIA Tools for Artists

Pipeline Integration with FX Composer. Chris Maughan NVIDIA Corporation

NVSG NVIDIA Scene Graph

Shaders : the sky is the limit Sébastien Dominé NVIDIA Richard Stenson SCEA

developer.nvidia.com The Source for GPU Programming

Pump Up Your Pipeline

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

Raise your VR game with NVIDIA GeForce Tools

NVIDIA Developer Toolkit. March 2005

Copyright Khronos Group, Page Graphic Remedy. All Rights Reserved

Practical Performance Analysis Koji Ashida NVIDIA Developer Technology Group

The Ultimate Developers Toolkit. Jonathan Zarge Dan Ginsburg

CUDA Conference. Walter Mundt-Blum March 6th, 2008

NVIDIA FX Composer. Developer Presentation June 2004

Android PerfHUD ES quick start guide

OpenGL ES 2.0 : Start Developing Now. Dan Ginsburg Advanced Micro Devices, Inc.

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

Squeezing Performance out of your Game with ATI Developer Performance Tools and Optimization Techniques

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

Introduction to Shaders.

The PowerVR Insider SDK. PowerVR Developer Technology

Tools To Get Great Graphics Performance

General Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing)

Developer Tools. Robert Strzodka. caesar research center Bonn, Germany

Mali Developer Resources. Kevin Ho ARM Taiwan FAE

printf Debugging Examples

Shaders. Slide credit to Prof. Zwicker

RenderMonkey 1.6. Natalya Tatarchuk ATI Research

RenderMonkey SDK Version 1.71

The Application Stage. The Game Loop, Resource Management and Renderer Design

Cg 2.0. Mark Kilgard

User s Guide. FX Composer 2.5. April 2008 DU _v01

User Guide. GLExpert NVIDIA Performance Toolkit

ATI RenderMonkey IDE Version 1.62

Teaching Cg. This presentation introduces Cg ( C for graphics ) and explains why it would be useful when teaching a computer graphics course.

User Guide. DU _v01f January 2004

Adding Advanced Shader Features and Handling Fragmentation

Custom Component Development Using RenderMonkey SDK. Natalya Tatarchuk 3D Application Research Group ATI Research, Inc

Using the PowerVR SDK to Optimize your Renderer

NVIDIA Nsight Visual Studio Edition 4.0 A Fast-Forward of All the Greatness of the Latest Edition. Sébastien Dominé, NVIDIA

Seamless Compute and OpenGL Graphics Development in NVIDIA Nsight 3.0 Visual Studio Edition and Beyond 3/20/2013

PROFESSIONAL VR: AN UPDATE. Robert Menzel, Ingo Esser GTC 2018, March

CREATING AND USING NORMAL MAPS - A Tutorial

FX Composer 1.5. Chris Maughan

GLExpert NVIDIA Performance Toolkit

Getting Started with Cg. Release 1.2 February 2004

Baback Elmieh, Software Lead James Ritts, Profiler Lead Qualcomm Incorporated Advanced Content Group

CS GPU and GPGPU Programming Lecture 7: Shading and Compute APIs 1. Markus Hadwiger, KAUST

Working with Metal Overview

Beginning Direct3D Game Programming: 1. The History of Direct3D Graphics

Performance Tools. Raul Aguaviva, Sim Dietrich, and Sébastien Dominé

Mobile Performance Tools and GPU Performance Tuning. Lars M. Bishop, NVIDIA Handheld DevTech Jason Allen, NVIDIA Handheld DevTools

Copyright Khronos Group Page 1

Viewport 2.0 API Porting Guide for Locators

Shader Programming CgFX, OpenGL 2.0. Michael Haller 2003

Programmable Graphics Hardware

Shader Series Primer: Fundamentals of the Programmable Pipeline in XNA Game Studio Express

Rendering Grass with Instancing in DirectX* 10

Analyze and Optimize Windows* Game Applications Using Intel INDE Graphics Performance Analyzers (GPA)

X. GPU Programming. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter X 1

NSIGHT ECLIPSE EDITION

Evolution of GPUs Chris Seitz

Cg Toolkit. Cg 2.0 January 2008 Release Notes

PowerVR: Getting Great Graphics Performance with the PowerVR Insider SDK. PowerVR Developer Technology

SIGGRAPH Briefing August 2014

GPU Performance Tools

S5409: Custom Iray Applications and MDL for Consistent Visual Appearance Throughout Your Pipeline

Real - Time Rendering. Pipeline optimization. Michal Červeňanský Juraj Starinský

Optimizing and Profiling Unity Games for Mobile Platforms. Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June

PERFORMANCE OPTIMIZATIONS FOR AUTOMOTIVE SOFTWARE

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

Chapter Answers. Appendix A. Chapter 1. This appendix provides answers to all of the book s chapter review questions.

Cg Toolkit. Cg 2.0 May 2008 Release Notes

GORDON SELLEY TONY HOSIER AMD GPU DEVELOPER TOOLS TEAM OPTIMIZING LINUX GAMES FOR AMD GRAPHICS USING GPU PERFSTUDIO2

CS 354R: Computer Game Technology

CS 543: Computer Graphics. Introduction

Sébastien Dominé, NVIDIA. CgFX

GPU Computing Master Clss. Development Tools

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

Programming Graphics Hardware

Skinned Instancing. Bryan Dudash

Per-Face Texture Mapping for Realtime Rendering. Realtime Ptex

Programmable GPUs. Real Time Graphics 11/13/2013. Nalu 2004 (NVIDIA Corporation) GeForce 6. Virtua Fighter 1995 (SEGA Corporation) NV1

PERFWORKS A LIBRARY FOR GPU PERFORMANCE ANALYSIS

User Guide. DU _v04 April 2005

Spring 2009 Prof. Hyesoon Kim

OpenGL View Library. Supervised by: Martin Madaras

Computer Graphics (CS 543) Lecture 1 (Part 1): Introduction to Computer Graphics

GPU Architecture and Function. Michael Foster and Ian Frasch

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

CS427 Multicore Architecture and Parallel Computing

OpenGL BOF Siggraph 2011

Tesla GPU Computing A Revolution in High Performance Computing

April 4-7, 2016 Silicon Valley

Motivation MGB Agenda. Compression. Scalability. Scalability. Motivation. Tessellation Basics. DX11 Tessellation Pipeline

Profiling and Debugging Games on Mobile Platforms

Transcription:

NVIDIA Developer Tools for Graphics and PhysX

FX Composer Shader Debugger PerfKit Conference Presentations mental mill Artist Edition NVIDIA Shader Library Photoshop Plug ins Texture Tools Direct3D SDK OpenGL SDK CUDA SDK Cg Toolkit NVSG PerfHUD PerfSDK GLExpert NV PIX Plug in gdebugger Whitepapers GPU Programming Guide Videos Books GPU Gems 3 GPU Gems 2 Melody PhysX SDK ShaderPerf GPU Gems PhysX Plug Ins PhysX VRD PhysX Tools The Cg Tutorial

Agenda PerfHUD 6.5 FX Composer 2.0, Shader Debugger and ShaderPerf AgPerfMon VRD

NVIDIA PerfHUD 6.5

What s new in PerfHUD 6.5? Unified Driver on Vista: use any release driver! Comprehensive SLI Support Graphs for SLI specific data Insight into SLI performance gotchas Powerful new debugging features Texture visualization and override API Call data mining and analysis Dependency view Usability Features Save/Load DX10 frame captures Rich use of Direct3D PerfMarkers (PIX)

PerfHUD: Performance Dashboard Graph GPU and driver data Edit to suit your needs SLI Graph for multi-gpu API usage statistics Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

PerfHUD: Frame Debugger Scrub through scene Visualize draw call info Textures and RTs Tooltips on buffers Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

PerfHUD: Frame Debugger Texture analysis: substitute precomputed textures Controllable via Perf Markers Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

PerfHUD: Frame Debugger Visualize any buffer full screen 2D/3D/Cube/Arrays Pan/Zoom Change mipmap level Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

PerfHUD: Frame Debugger Based on a frame capture See frame events including parameters Tooltips for details Connected to scrubber Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

PerfHUD: Frame Debugger Show producers & consumers dependencies for each call These can hurt single GPU and SLI performance Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

PerfHUD: Advanced Frame Debugger Geometry Preview Vertex and index buffer setup Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

PerfHUD: Advanced Frame Debugger Edit & Continue Shaders Visualize input textures Constants Sampler overrides Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

PerfHUD: Advanced Frame Debugger Display and modify all render state settings Render targets displayed Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

PerfHUD: Frame Profiler All draw calls profiled Draw calls grouped by State Buckets: multiply performance optimizations Multiple result graphs Crysis used with permission from Crytek. Crytek GmbH. All Rights Reserved. Crysis and CryENGINE are trademarks or registered trademarks of Crytek GmbH in the U.S and/or other countries.

More on PerfHUD 6.5 Better control via PerfMarkers: add them now! API time graph More performance hints: VSync on, windowed mode, event queries, not all render targets used, VBs not managed, etc. Subtotals in Frame Profiler Break (_int 3) on draw call 32bit apps on 64bit Oss Save/Load DX10 frame captures (Ctrl+S in the Frame Debugger)

PerfKit: Features PerfSDK Real time performance information in your game Driver data, GPU counters, etc. Simplified Experiments for easy bottleneck analysis Simple API, code samples and helper classes GLExpert Detailed feedback on pipeline setup SLI performance feedback Warnings for software fallback VBO/FBO performance information Microsoft PIX for Windows plugin GPU & driver counters alongside PIX data

FX Composer 2.5, Shader Debugger and ShaderPerf

FX Composer Shader Authoring Made Easy! DirectX 10 backend Shader Debugger GeForce 8 Series Shader Performance Full-featured code editor Shader creation wizard with templates Integration with online Shader Library Materials panel to organize materials

Shader Debugger Broad Language Support HLSL10/9 CgFX COLLADA FX Cg Step through shader source code Visualize variables across your geometry Plug in for FX Composer 2.5

GPU-Accelerated Texture Tools 10x faster, high-quality texture compression GPU-accelerated via CUDA Support for DirectX 10 texture formats Includes complete source code Amazing performance without sacrificing quality NVIDIA Texture Tools 2 (GeForce 8800 GTX) NVIDIA Texture Tools 2 (Intel Core 2 Duo 1 Core) NVIDIA Texture Tools 2 (Intel Core 2 Duo 1 Core) S3_quant (Athlon64 4400 1 Core) 1.32 0.74 1.78 17.54 0.00 5.00 10.00 15.00 20.00 Textures Compressed Per Second

Resource Online: downloads, videos, etc. http://developer.nvidia.com/perfkit http://developer.nvidia.com/perfhud http://developer.nvidia.com/shaderperf http://developer.nvidia.com/fxcomposer Feedback and Support: http://developer.nvidia.com/forums

VRD for PhysX

VRD VRD: Visual Remoter Debugger A very useful tool for problem-solving Functionalities Visualize PhysX objects to give you a pure physics world Show detailed information of PhysX objects Record detailed simulation status and can playback Interact with game at real time when recording

Profiler shows Profiling data each frame Event List shows events each frame Here visualizes you the PhysX world Scene Browser tells you detailed info of PhysX objects

AgPerfMon for PhysX

AgPerfMon AgPerfMon a comprehensive profiling tool for physics applications Functionalities Powerful event-logging allows you to understand exactly how your application is using PhysX Event Viewer displays a Gantt chart of all events Handy utility allows you to export your data to a graph, or to a comma-delimited format (CSV)

PhysX profiling zones Chart shows clearly the time a profiling zone consumes Selected frame # and the time it consumes

DCC Tools Available PhysX Tools Plugins for 3D Model tools 3DS Max Plugin Maya Plugin PhysXViewer Softbody edit Ragdoll transfer

DCC Tools PhysX Pipeline 1. Create Art Model 2. Model to PhysX Actors PhysX Properties Shapes, Mass, Speed, Material Use PhysX Tools 3. Export to NxuStream 4. Load it in games

Questions?