• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
GTC 2012: NVIDIA OpenGL in 2012

GTC 2012: NVIDIA OpenGL in 2012



Presented at the GPU Technology Conference 2012 in San Jose, California. ...

Presented at the GPU Technology Conference 2012 in San Jose, California.

Monday, May 14, 2012.

Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Topics covered include the latest advances available for Cg 3.1, the OpenGL Shading Language (GLSL); programmable tessellation; improved support for Direct3D conventions; integration with Direct3D and CUDA resources; bindless graphics; and more. When you utilize the latest OpenGL innovations from NVIDIA in your graphics applications, you benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.



Total Views
Views on SlideShare
Embed Views



2 Embeds 3

https://twitter.com 2
http://us-w1.rockmelt.com 1


Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
Post Comment
Edit your comment
  • One way to view the OpenGL offerings from NVIDIA is as a tool to enable awesome visual applications to be developed through a comprehensive stack of software solutions. We offer: Cg: A shading language and effects system to develop rendering effects and techniques, and deploy them on various platforms and APIs, including OpenGL. Scenix: OpenGL based professional scene graph used in many markets today. Automotive styling, visualization, simulation, broadcast graphics, and more. Applications can quickly add features such as stereo, SDI, 30-bit color, scene distribution and interactive ray tracing Optix: Is an interactive ray-tracing engine built on top of CUDA and OpenGL. Hybrid rendering, mixing of traditional graphics rendering and ray tracing, are also enabled. OptiX integrates with SceniX. With Optix, you accelerate an existing renderer, or build a new one yourself. Complex: Maintains interactivity for large scenes as they exceed the limits of a single GPU, allowing massive data sets to be explored, using multiple GPUs in a system. The CompleX engine can be adopted by any product using OpenGL, and can be enabled immediately by an application using SceniX Parallel Nsight is an advanced debugger and analyzer fully integrated with Visual Studio. It enables you to better see what is going on with your OpenGL, CUDA, Direct3D, DirectCompute or OpenCL application.
  • This is a close-up taken out of the Fermi Rocket Sled demo. This shows how hybrid rendering works. With traditional OpenGL rendering you generate your image, for example using SceniX, and then enhance it by using OptiX to add reflection and shadows. One of our experts on this, Tristan, is available if you have more questions on how you can do this in your application. Tristan, raise your hand please.
  • OpenGL is the only Cross Platform 3D API. Every major Operating System provides a version or flavor of OpenGL. Windows, Mac OS, iOS, Linux and Android.
  • After Mark’s deep-dive, I’ll pull you back up into the higher level view of where OpenGL fits in as the 3D graphics API.
  • OpenGL is a desktop API, as you’ve seen by now. OpenGL ES is the sister API for mobile and embedded devices. By keeping both APIs closely aligned, content can flow from there up into OpenGL enabled platforms and back down to OpenGL ES enabled platforms. WebGL was announced last year. It provides JavaScript bindings to OpenGL ES and provides plug-in less 3D graphics in a web browser. WebGL gives you access to the GPU in the system inside of a browser. Beta implementations of WebGL are already available from Mozilla, Google and Opera. For NVIDIA this means we will support and enhance OpenGL and WebGL on GeForce and OpenGL ES and WebGL on Tegra for the mobile market.
  • Finally, Siggraph is where we introduce 3D Vision Pro as well. Again, come to the booth for more information. Now on to OpenGL!
  • OpenGL Interoperability means the ability to share data among different APIs. You can, for example, map a D3D surface as a texture or renderbuffer in OpenGL directly. Or map an OpenGL buffer object as a CUDA memory object. It is also possible to transfer data between two OpenGL contexts in a multi-GPU situation with maximum efficiency.
  • Here is an example of interop with CUDA. The application makes OpenGL and CUDA calls. For example, process a video stream in CUDA, then transfer it over to OpenGL using interop for more processing and display. This works on a single card as well as multi-card systems. Performance between Quadro cards will be higher than between GeForce cards.
  • This slide is almost the same as the previous one, except it shows interop between two OpenGL contexts, each talking to a separate graphics card. The application is using GPU affinity to direct rendering to a particular GPU. Again, you need interop to transfer the data from one card to the other. For example, to composite the final frame of a rendering split over many GPUs. Note that both GPU affinity and fast GL to GL interop with NV_copy_image are Quadro only solutions.
  • NV_path_rendering provides a new third pipeline—in addition to the vertex and pixel pipelines—for rendering pixels
  • Before Kepler, in order to make a texture available for the GPU to reference it had to be assigned a “slot” in a fixed-size binding table. The number of slots in that table ultimately limits how many unique textures a shader can read from at run time. On Kepler, no such additional setup is necessary - shader can reference textures in memory directly and there is no need to go through the binding tables anymore. This effectively eliminates any limits on the number of unique textures it can use to render a scene.
  • Bindless textures reduce CPU work and provide more efficient access for the GPU
  • In advanced rendering apps such as raytracing it is impossible to know in advance which textures a given ray may hit – thus it is impossible to pre-“bind” them. Bindless model solves this problem by allowing shader reference textures directly

GTC 2012: NVIDIA OpenGL in 2012 GTC 2012: NVIDIA OpenGL in 2012 Presentation Transcript