This document provides tips and tricks for achieving the best performance with Intel graphics. It discusses optimizing various aspects of an application including the platform, sampler, fillrate, arithmetic logic, and geometry. It emphasizes starting optimizations at the application level and being conscious of memory access patterns and cache locality. It also discusses scaling a game across different platforms by establishing performance ceilings and optimizing for varying memory bandwidth, sampler throughput, fillrate, and geometry throughput. The overall goal is to create a game that runs well on a wide range of systems.
Your Game Needs Direct3D 11, So Get Started Now!Johan Andersson
Direct3D 11 will have tessellation for smoother curves and finer details. The new compute shader will make postprocessing faster and easier. You'll need Direct3D 11 to have the best graphics, and this talk will show you how you can get started using current generation hardware.
Presentation & discussion around low-level graphics APIs. This was a quickly made presentation that I put together for a discussion with Intel and fellow ISVs, thought it could be worth sharing
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
The document discusses NVIDIA graphics hardware over seven years, the Cg programming language, and transparency techniques. It describes the evolution of NVIDIA GPUs and features like GeForce cards, increased processing power, and support for DirectX. It promotes Cg as a cross-platform language for GPU programming. It also explains the depth peeling algorithm for rendering transparency in real-time using multiple rendering passes.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
Mantle is a new low-level graphics API from EA that aims to simplify advanced game development and improve performance. It provides developers with more control over the GPU for optimizations. Mantle exposes the true capabilities of modern graphics hardware in a way that is accessible to developers. This allows for innovations like improved multi-GPU support, explicit resource management, and asynchronous compute. Mantle promises benefits like reduced driver overhead, better multi-threading, and more flexibility to optimize for all GPUs. EA sees Mantle driving future Frostbite engine designs by enabling new rendering techniques and optimizations.
The document provides an overview of next-generation graphics on the Xbox 360, including details about the Xbox 360 system architecture, GPU, and graphics APIs like Direct3D. The Xbox 360 GPU was custom designed by ATI Technologies and includes features like 10MB of embedded DRAM, 48 shader ALUs, and hardware support for tessellation, textures, and multi-sampling anti-aliasing. Direct3D on Xbox 360 exposes low-level access to the GPU while supporting familiar features and adding extensions for the custom hardware.
Your Game Needs Direct3D 11, So Get Started Now!Johan Andersson
Direct3D 11 will have tessellation for smoother curves and finer details. The new compute shader will make postprocessing faster and easier. You'll need Direct3D 11 to have the best graphics, and this talk will show you how you can get started using current generation hardware.
Presentation & discussion around low-level graphics APIs. This was a quickly made presentation that I put together for a discussion with Intel and fellow ISVs, thought it could be worth sharing
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
The document discusses NVIDIA graphics hardware over seven years, the Cg programming language, and transparency techniques. It describes the evolution of NVIDIA GPUs and features like GeForce cards, increased processing power, and support for DirectX. It promotes Cg as a cross-platform language for GPU programming. It also explains the depth peeling algorithm for rendering transparency in real-time using multiple rendering passes.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
Mantle is a new low-level graphics API from EA that aims to simplify advanced game development and improve performance. It provides developers with more control over the GPU for optimizations. Mantle exposes the true capabilities of modern graphics hardware in a way that is accessible to developers. This allows for innovations like improved multi-GPU support, explicit resource management, and asynchronous compute. Mantle promises benefits like reduced driver overhead, better multi-threading, and more flexibility to optimize for all GPUs. EA sees Mantle driving future Frostbite engine designs by enabling new rendering techniques and optimizations.
The document provides an overview of next-generation graphics on the Xbox 360, including details about the Xbox 360 system architecture, GPU, and graphics APIs like Direct3D. The Xbox 360 GPU was custom designed by ATI Technologies and includes features like 10MB of embedded DRAM, 48 shader ALUs, and hardware support for tessellation, textures, and multi-sampling anti-aliasing. Direct3D on Xbox 360 exposes low-level access to the GPU while supporting familiar features and adding extensions for the custom hardware.
Presentation from DICE Coder's Day (2010 November) by Andreas Fredriksson in the Frostbite team.
Goes into detail about Scope Stacks, which are a systems programming tool for memory layout that provides
• Deterministic memory map behavior
• Single-cycle allocation speed
• Regular C++ object life cycle for objects that need it
This makes it very suitable for games.
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Our algorithm has very low memory overhead and is three times faster than previous work, while culling 98% of all triangles by a full resolution depth buffer approach. It supports interleaving occluder rasterization and occlusion queries without penalty, making it easy
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Johan Andersson
1. The document discusses parallel graphics techniques used in the Frostbite game engine, both currently and potentially in the future. It describes using job-based parallelism to utilize multiple CPU cores and the PS3 SPUs.
2. One technique is parallel command buffer recording to dispatch draw calls to multiple command buffers and scale linearly with core count. Another is software occlusion culling using the SPUs/CPU to rasterize a coarse z-buffer.
3. Potential future techniques discussed include deferred shading using compute shaders, with the compute shader culling lights and accumulating lighting per screen-space tile.
This presentation will introduce you to Raster details in computer graphics.
---------------------------------------------------------------------------
Do Not just learn computer graphics an close your computer tab and go away..
APPLY them in real business,
Visit Daroko blog for real IT skills applications,androind, Computer graphics,Networking,Programming,IT jobs Types, IT news and applications,blogging,Builing a website, IT companies and how you can form yours, Technology news and very many More IT related subject.
-simply google:Daroko blog(professionalbloggertricks.com)
• Daroko blog (www.professionalbloggertricks.com)
• Presentation by Daroko blog, to see More tutorials more than this one here, Daroko blog has all tutorials related with IT course, simply visit the site by simply Entering the phrase Daroko blog (www.professionalbloggertricks.com) to search engines such as Google or yahoo!, learn some Blogging, affiliate marketing ,and ways of making Money with the computer graphic Applications(it is useless to learn all these tutorials when you can apply them as a student you know),also learn where you can apply all IT skills in a real Business Environment after learning Graphics another computer realate courses.ly
• Be practically real, not just academic reader
This ppt's introduced Basics of computer graphics, which helps to diploma in computer engineering, DCA BCA, BE computer science student's to improve study in computer graphics.
In this technical presentation Johan Andersson shows how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the work of bringing over an advanced existing engine to an entirely new graphics API, the benefits and concrete details of doing low-level rendering on PC and how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, multi-GPU rendering, async compute & async DMA will be covered as well as sharing experiences of working with Mantle in general.
CC-4005, Performance analysis of 3D Finite Difference computational stencils ...AMD Developer Central
The document discusses performance analysis of 3D finite difference computational stencils on Seamicro fabric compute systems. It provides an overview of the hardware including chassis, compute cards, storage cards, and 3D torus fabric topology. It then describes the software stack and various microbenchmarks performed, including CPU, memory, network and storage benchmarks. It also describes modeling of 3D Laplace's equation using an 8th order finite difference scheme and its discretization over a 25 point stencil for computation on the system.
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth ThomasAMD Developer Central
The document discusses faster particle rendering using DirectCompute. It describes using the GPU for particle simulation by taking advantage of its parallel processing capabilities. It discusses using compute shaders to simulate particle behavior, handle collisions via the depth buffer, sort particles using bitonic sort, and render particles in tiles via DirectCompute to avoid overdraw from large particles. Tiled rendering involves culling particles, building per-tile particle indices, and sorting particles within each tile before shading them in parallel threads to composite onto the scene.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Telecentre Multimedia Academy: project presentationTELECENTRE EUROPE
This document summarizes a project aimed at improving adult learners' media literacy skills through online courses developed by a partnership of organizations across Europe. The project involved researching existing media literacy programs, designing basic and advanced online courses on sound, photo and video skills, developing learning materials, piloting the courses in 7 countries, and establishing permanent Telecentre Multimedia Academies. The goal was to provide adults with skills in understanding, using and producing various media to foster long-term media literacy learning opportunities.
The instructor, Prof. C, introduces themselves and their educational and professional background. They have degrees in environmental science and are working towards a doctorate in science education focused on marine and estuarine sciences. Prof. C enjoys outdoor activities like running, biking, kayaking, and scuba diving. The document then provides instructions and best practices for the course, including reserving 1-2 hours daily, posting discussions by Wednesday and replying to others by Friday, and only emailing the instructor for personal matters. It also includes a rubric for discussion posts evaluating quality of information, mechanics, and timeliness. Finally, it provides links for the course syllabus and technical support contact information.
Ridgewood, New York is a landlocked area bordered by Metropolitan Avenue, Fresh Pond Road, and Wyckoff Avenue. Over the past 100 years, the area has changed from farms to dense residential and industrial development. Current land use issues include a lack of parks compared to cemeteries, overcrowded schools, and industrial contamination. Stakeholders in the area include community groups and government agencies who are studying how to address these issues through land use planning.
Disseminated cryptococcosis in HIV seropositive patientAkshay Khumar
This document discusses the case of a 52-year-old HIV-positive man who presented with multiple skin lesions and headaches. Tests found Cryptococcus neoformans growing from skin and blood cultures, indicating disseminated cryptococcosis. Despite the diagnosis, the patient died before antifungal therapy could be initiated. Cryptococcal infections commonly cause meningitis in severely immunocompromised HIV patients and skin lesions suggest dissemination with a poor prognosis. Early diagnosis and treatment is important to improve survival rates.
Oral contraceptives come in four main types: combined pills containing estrogen and progestin, phased pills with varying amounts of hormones, progestin-only pills, and emergency contraceptive pills. Combined pills are the most widely used and contain fixed doses of estrogen like ethinyl estradiol and progestins like norethindrone or levonorgestrel. They work by inhibiting the hormones FSH and LH to prevent ovulation. Progestin-only pills contain very low doses of progestin and may allow ovulation. Emergency contraceptive pills can prevent implantation of a fertilized egg. Oral contraceptives are generally very effective at preventing pregnancy when taken correctly but can have side effects like
- Swine flu is caused by an influenza virus that contains genes from swine, human, and bird flu viruses. It spreads through respiratory droplets when infected people cough or sneeze. Common symptoms include cough, fever, sore throat, and body aches. While it can be diagnosed through nasal swab testing, the definitive diagnosis is made through lab analysis identifying the specific viral antigens. Vaccination and antiviral drugs like Tamiflu and Relenza can help prevent and treat swine flu infections.
Forensic science plays an important role in daily life from the moment one's day begins through attendance tracking, security systems that monitor homes and banks, and ATM and social media activities that can reveal personal information. Fingerprints, DNA, marks on weapons, and crime scene evidence can help solve criminal cases while also exonerating the falsely accused. Forensic science techniques began through careful observation and now include advanced methods like DNA testing and UV screening to analyze tiny clues and evidence with great precision.
Sahar Rahmani is seeking a position in business/marketing strategy development where she can utilize her analytical and research skills. She has experience developing business plans, marketing strategies, branding campaigns, and trend analysis projects. She is proficient in Microsoft Office applications and has strong communication skills.
H5N1, also known as bird flu, is a subtype of influenza A virus that can infect and cause disease in birds. Rare cases of human infection with H5N1 have occurred, usually after unprotected contact with infected birds. The virus does not transmit easily between humans. Symptoms of H5N1 in humans include fever, cough, and difficulty breathing. While antiviral drugs can help if given early, there is no publicly available vaccine for H5N1 at this time.
This document provides a comprehensive overview of pornography and its impact on society. It begins by defining pornography, child pornography, and related terms. It then examines the growth of the pornography industry, noting how advances in technology have allowed it to expand massively. The industry now focuses on increasingly extreme and violent content to drive profits. Child pornography is also discussed, highlighting how it is produced and consumed for different motivations than adult pornography. The document aims to cover key issues related to pornography's influence on various aspects of the criminal justice system.
This document provides instructions and exercises for students to practice using the past simple tense in English. It includes:
1. Instructions for students to download the presentation, complete the exercises, upload their answers to slideshare, and share the link for evaluation.
2. Ten sentences in past simple tense in English with Spanish translations that students must write.
3. Ten incomplete sentences for students to fill in using regular and irregular past simple verb forms.
4. A table for students to complete showing regular and irregular past forms of 10 verbs.
5. Exercises for students to change adjectives to their comparative and superlative forms.
Presentation from DICE Coder's Day (2010 November) by Andreas Fredriksson in the Frostbite team.
Goes into detail about Scope Stacks, which are a systems programming tool for memory layout that provides
• Deterministic memory map behavior
• Single-cycle allocation speed
• Regular C++ object life cycle for objects that need it
This makes it very suitable for games.
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Our algorithm has very low memory overhead and is three times faster than previous work, while culling 98% of all triangles by a full resolution depth buffer approach. It supports interleaving occluder rasterization and occlusion queries without penalty, making it easy
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Johan Andersson
1. The document discusses parallel graphics techniques used in the Frostbite game engine, both currently and potentially in the future. It describes using job-based parallelism to utilize multiple CPU cores and the PS3 SPUs.
2. One technique is parallel command buffer recording to dispatch draw calls to multiple command buffers and scale linearly with core count. Another is software occlusion culling using the SPUs/CPU to rasterize a coarse z-buffer.
3. Potential future techniques discussed include deferred shading using compute shaders, with the compute shader culling lights and accumulating lighting per screen-space tile.
This presentation will introduce you to Raster details in computer graphics.
---------------------------------------------------------------------------
Do Not just learn computer graphics an close your computer tab and go away..
APPLY them in real business,
Visit Daroko blog for real IT skills applications,androind, Computer graphics,Networking,Programming,IT jobs Types, IT news and applications,blogging,Builing a website, IT companies and how you can form yours, Technology news and very many More IT related subject.
-simply google:Daroko blog(professionalbloggertricks.com)
• Daroko blog (www.professionalbloggertricks.com)
• Presentation by Daroko blog, to see More tutorials more than this one here, Daroko blog has all tutorials related with IT course, simply visit the site by simply Entering the phrase Daroko blog (www.professionalbloggertricks.com) to search engines such as Google or yahoo!, learn some Blogging, affiliate marketing ,and ways of making Money with the computer graphic Applications(it is useless to learn all these tutorials when you can apply them as a student you know),also learn where you can apply all IT skills in a real Business Environment after learning Graphics another computer realate courses.ly
• Be practically real, not just academic reader
This ppt's introduced Basics of computer graphics, which helps to diploma in computer engineering, DCA BCA, BE computer science student's to improve study in computer graphics.
In this technical presentation Johan Andersson shows how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the work of bringing over an advanced existing engine to an entirely new graphics API, the benefits and concrete details of doing low-level rendering on PC and how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, multi-GPU rendering, async compute & async DMA will be covered as well as sharing experiences of working with Mantle in general.
CC-4005, Performance analysis of 3D Finite Difference computational stencils ...AMD Developer Central
The document discusses performance analysis of 3D finite difference computational stencils on Seamicro fabric compute systems. It provides an overview of the hardware including chassis, compute cards, storage cards, and 3D torus fabric topology. It then describes the software stack and various microbenchmarks performed, including CPU, memory, network and storage benchmarks. It also describes modeling of 3D Laplace's equation using an 8th order finite difference scheme and its discretization over a 25 point stencil for computation on the system.
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth ThomasAMD Developer Central
The document discusses faster particle rendering using DirectCompute. It describes using the GPU for particle simulation by taking advantage of its parallel processing capabilities. It discusses using compute shaders to simulate particle behavior, handle collisions via the depth buffer, sort particles using bitonic sort, and render particles in tiles via DirectCompute to avoid overdraw from large particles. Tiled rendering involves culling particles, building per-tile particle indices, and sorting particles within each tile before shading them in parallel threads to composite onto the scene.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Telecentre Multimedia Academy: project presentationTELECENTRE EUROPE
This document summarizes a project aimed at improving adult learners' media literacy skills through online courses developed by a partnership of organizations across Europe. The project involved researching existing media literacy programs, designing basic and advanced online courses on sound, photo and video skills, developing learning materials, piloting the courses in 7 countries, and establishing permanent Telecentre Multimedia Academies. The goal was to provide adults with skills in understanding, using and producing various media to foster long-term media literacy learning opportunities.
The instructor, Prof. C, introduces themselves and their educational and professional background. They have degrees in environmental science and are working towards a doctorate in science education focused on marine and estuarine sciences. Prof. C enjoys outdoor activities like running, biking, kayaking, and scuba diving. The document then provides instructions and best practices for the course, including reserving 1-2 hours daily, posting discussions by Wednesday and replying to others by Friday, and only emailing the instructor for personal matters. It also includes a rubric for discussion posts evaluating quality of information, mechanics, and timeliness. Finally, it provides links for the course syllabus and technical support contact information.
Ridgewood, New York is a landlocked area bordered by Metropolitan Avenue, Fresh Pond Road, and Wyckoff Avenue. Over the past 100 years, the area has changed from farms to dense residential and industrial development. Current land use issues include a lack of parks compared to cemeteries, overcrowded schools, and industrial contamination. Stakeholders in the area include community groups and government agencies who are studying how to address these issues through land use planning.
Disseminated cryptococcosis in HIV seropositive patientAkshay Khumar
This document discusses the case of a 52-year-old HIV-positive man who presented with multiple skin lesions and headaches. Tests found Cryptococcus neoformans growing from skin and blood cultures, indicating disseminated cryptococcosis. Despite the diagnosis, the patient died before antifungal therapy could be initiated. Cryptococcal infections commonly cause meningitis in severely immunocompromised HIV patients and skin lesions suggest dissemination with a poor prognosis. Early diagnosis and treatment is important to improve survival rates.
Oral contraceptives come in four main types: combined pills containing estrogen and progestin, phased pills with varying amounts of hormones, progestin-only pills, and emergency contraceptive pills. Combined pills are the most widely used and contain fixed doses of estrogen like ethinyl estradiol and progestins like norethindrone or levonorgestrel. They work by inhibiting the hormones FSH and LH to prevent ovulation. Progestin-only pills contain very low doses of progestin and may allow ovulation. Emergency contraceptive pills can prevent implantation of a fertilized egg. Oral contraceptives are generally very effective at preventing pregnancy when taken correctly but can have side effects like
- Swine flu is caused by an influenza virus that contains genes from swine, human, and bird flu viruses. It spreads through respiratory droplets when infected people cough or sneeze. Common symptoms include cough, fever, sore throat, and body aches. While it can be diagnosed through nasal swab testing, the definitive diagnosis is made through lab analysis identifying the specific viral antigens. Vaccination and antiviral drugs like Tamiflu and Relenza can help prevent and treat swine flu infections.
Forensic science plays an important role in daily life from the moment one's day begins through attendance tracking, security systems that monitor homes and banks, and ATM and social media activities that can reveal personal information. Fingerprints, DNA, marks on weapons, and crime scene evidence can help solve criminal cases while also exonerating the falsely accused. Forensic science techniques began through careful observation and now include advanced methods like DNA testing and UV screening to analyze tiny clues and evidence with great precision.
Sahar Rahmani is seeking a position in business/marketing strategy development where she can utilize her analytical and research skills. She has experience developing business plans, marketing strategies, branding campaigns, and trend analysis projects. She is proficient in Microsoft Office applications and has strong communication skills.
H5N1, also known as bird flu, is a subtype of influenza A virus that can infect and cause disease in birds. Rare cases of human infection with H5N1 have occurred, usually after unprotected contact with infected birds. The virus does not transmit easily between humans. Symptoms of H5N1 in humans include fever, cough, and difficulty breathing. While antiviral drugs can help if given early, there is no publicly available vaccine for H5N1 at this time.
This document provides a comprehensive overview of pornography and its impact on society. It begins by defining pornography, child pornography, and related terms. It then examines the growth of the pornography industry, noting how advances in technology have allowed it to expand massively. The industry now focuses on increasingly extreme and violent content to drive profits. Child pornography is also discussed, highlighting how it is produced and consumed for different motivations than adult pornography. The document aims to cover key issues related to pornography's influence on various aspects of the criminal justice system.
This document provides instructions and exercises for students to practice using the past simple tense in English. It includes:
1. Instructions for students to download the presentation, complete the exercises, upload their answers to slideshare, and share the link for evaluation.
2. Ten sentences in past simple tense in English with Spanish translations that students must write.
3. Ten incomplete sentences for students to fill in using regular and irregular past simple verb forms.
4. A table for students to complete showing regular and irregular past forms of 10 verbs.
5. Exercises for students to change adjectives to their comparative and superlative forms.
Este documento presenta la transición de Seriva hacia la metodología Ágil. Explica los beneficios de Ágil como mayor satisfacción del cliente, velocidad de entrega y calidad. Detalla las etapas de la transición incluyendo capacitación, selección de proyectos piloto y formación de un equipo de transición. El objetivo final es que Seriva adopte valores y prácticas Ágiles de manera gradual e incremental para mejorar la entrega de productos y servicios.
Seawind is developing an innovative 6.2 MW offshore wind turbine system that can be fully assembled and installed without heavy cranes. The two-bladed turbine integrates with self-installing support structures to allow assembly at harbor and installation by simple tug boats. This novel approach aims to significantly reduce offshore wind costs by simplifying installation and maintenance compared to adapting three-bladed onshore designs.
This document discusses menstrual disorders and provides information about normal menstrual cycles as well as common disorders. It describes that a normal menstrual cycle is typically between 20-40 days with bleeding lasting 2-7 days and average blood loss of 40cc. Common symptoms include cramps and feelings of unpleasantness due to hormonal withdrawal. Main disorders discussed are premenstrual syndrome (PMS), abnormal menstruation, and dysfunctional uterine bleeding (DUB). PMS occurs in the 4-5 days before a period due to water and electrolyte imbalance from estrogen. Abnormal menstruation encompasses conditions like menorrhagia and metrorrhagia. DUB results in excessive bleeding that is irregular in duration, amount and frequency
User Account Control (UAC) adalah fitur Windows yang melindungi komputer dari perubahan sistem dengan meminta konfirmasi password administrator sebelum perubahan dilakukan. UAC dapat diaktifkan atau dinonaktifkan melalui Control Panel > User Accounts.
Sarah VanOstrand is seeking a career that allows growth and development. She has a Bachelor's degree in Biology from Florida Atlantic University and work experience in animal care, research, administration, and customer service. Her experience includes being an administrative assistant, animal keeper, lead keeper, marine mammal research intern, and receptionist. She has skills in biology, research, chemistry, mathematics, computer skills, customer service, and clerical/administrative duties. Currently, she volunteers as a foster parent for animals at Luv-A-Pet.
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio Owen Wu
The document discusses Mali GPU architecture and Arm Mobile Studio. It provides details on Mali GPU components like Bifrost shader cores and tile-based rendering. It also describes features such as index-driven vertex shading, forward pixel kill, and efficient render passes. The document concludes with an overview of the Arm Mobile Studio tools for profiling GPU and CPU performance on mobile devices.
The document provides an overview of graphics programming on the Xbox 360, including details about the system and GPU architecture, graphics APIs like Direct3D, shader development, and tools for graphics debugging and optimization like PIX. Key points include that the Xbox 360 GPU is designed by ATI and includes 10MB of EDRAM, supports shader model 3.0, and has dedicated hardware for features like tessellation, procedural geometry, and anti-aliasing. Direct3D is optimized for the Xbox 360 hardware and exposes new features. PIX is a powerful tool for performance analysis and debugging graphics applications on the Xbox 360.
Geometry shaders operate on primitives like points, lines and triangles to modify or generate new geometry directly on the GPU. They provide benefits like reducing vertex data and computations by generating geometry from a limited number of inputs. However, generating too many new vertices can negatively impact performance due to increased memory and bandwidth usage. Geometry shaders are well suited for tasks like instancing, displacement mapping and outlining but care needs to be taken to optimize output size.
Embedded system Design introduction _ KarakolaJohanAspro
The document discusses embedded systems and provides examples of embedded system architectures. It defines embedded systems as computing systems designed to perform specific functions, in contrast to general purpose computers. The key characteristics of embedded systems include being single-purpose, requiring real-time performance, having physical size and cost constraints, and prioritizing low power usage. Common embedded system components include processors, memory, and input/output interfaces. The document also provides an example of designing an embedded system to compute the greatest common divisor of two numbers.
Данило Ульянич “C89 OpenGL for ARM microcontrollers on Cortex-M. Basic functi...Lviv Startup Club
This document discusses building OpenGL on ARM devices without a GPU. It proposes using an STM32 microcontroller and linear algebra library to perform 3D graphics operations via the CPU. Key steps include using meshes to define 3D objects as triangles, applying model-view-projection matrices to transform vertices, and implementing a depth buffer in SDRAM to solve visibility since the CPU lacks hardware acceleration. Benchmarks show a maximum frame rate of 139.82 FPS when clearing only the framebuffer between draws. The goal is to port OpenGL's syntax to run basic 3D graphics without a GPU.
Bringing AAA graphics to mobile platforms
This document discusses techniques for bringing console-level graphics to mobile platforms using tile-based deferred rendering GPUs common in smartphones and tablets. It provides an overview of the architecture of tile-based mobile GPUs like ImgTec SGX and how they process vertices and pixels in tiles. It then discusses optimizations for mobile like using multi-sample anti-aliasing to reduce memory usage, form-fitting alpha blended geometry, and avoiding buffer restores and resolves. Specific rendering techniques like god rays and character shadows are explained.
This document discusses optimizations made to the game GT Racing 2 to add advanced graphical effects on Android x86 platforms. The optimizations included removing unnecessary render target clears, reducing the size of render targets used for blur passes, and changing from rendering at 50% resolution to 100% resolution. These changes helped reduce the frame time needed for new effects like depth of field, light shafts and bloom, allowing the game to run at the target 30 FPS while fully rendering at native resolution and including the new features. The document provides technical details on implementing various post-processing effects and analyzing the rendering pipeline using tools like Game Analyzer to identify optimization opportunities.
The document summarizes the key features and capabilities of Direct3D 10, which was designed to maximize GPU performance by reducing CPU overhead and enabling more work to be done on the GPU. Some of the main features discussed include constant buffers, geometry shaders, texture arrays, and other capabilities that reduce draw calls and state changes. Direct3D 10 also provides a standardized, consistent API and enables new visual effects by exposing more of the GPU's programmability and functionality to developers.
The document provides an overview of the Analog Devices Blackfin processor BF532. Some key points:
- The BF532 is a high-performance embedded processor designed for audio, video, automotive and other applications. It combines a 32-bit RISC instruction set with dual 16-bit MAC units and 8-bit video processing.
- It features a maximum clock speed of 600MHz, two 16-bit MACs, two 40-bit ALUs, four 8-bit video ALUs, and 148KB of on-chip memory. It supports interfaces like SPI, parallel ports, UART and has peripherals like timers and DMA.
- The document discusses the Blackfin architecture
The document discusses the specifications and architecture of the AMD Radeon R9-290X graphics processing unit (GPU). Some key points:
- The R9-290X contains 44 compute units with a total of 2816 stream processors. It has a 512-bit GDDR5 memory interface providing 320 GB/sec of memory bandwidth.
- The GPU uses AMD's Graphics Core Next (GCN) architecture. This includes improvements to geometry processing, new local data share memory operations, and enhanced media processing instructions.
- The GCN architecture includes compute units containing vector units and a local data store. Compute units provide computational power through 2816 stream processors.
- New features include support for flat
SIMD extensions have been a feature of choice for processor manufacturers for a couple of decades. Designed to exploit data parallelism in applications at the instruction level, these extensions still require a high level of expertise or the use of potentially fragile compiler support or vendor-specific libraries. While a large fraction of their theoretical accelerations can be obtained using such tools, exploiting such hardware becomes tedious as soon as application portability across hardware is required.
Accessing such capabilities directly from C++ code could be a major improvements in a lot of use cases. Different take on this has been proposed either by the community or as an actual standard proposal. Solutions include pragma based annotations, standard algorithms policies, full blown compiler support and libraries.
In this talk we will present one such solution - the Boost.SIMD library (currently being proposed as such) which takes a library approach to this issues.
We will go over the basic notion required to grasp SIMD programming in general. Then, we'll discuss the different existing approaches. We will describe Boost.SIMD API and API design to demonstrate how it solves issues raised by the actual idiomatic way of writting SIMD enabled code. Design issues like standard algorithm integration, memory handling and how to fill the gaps in SIMD instructions sets will be discussed. Finally, we show its performances with respect to a subset of well known benchmarks.
Presented as a pre-conference tutorial at the GPU Technology Conference in San Jose on September 20, 2010.
Learn about NVIDIA's OpenGL 4.1 functionality available now on Fermi-based GPUs.
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
The document discusses procedural shading and texturing techniques used in game engines. It describes the Frostbite game engine which uses procedural generation to create terrain, foliage and other game assets in real-time. Surface shaders are created as graphs and allow procedural definition of material properties. The world renderer handles multi-threaded rendering of game worlds using procedural techniques.
Lec17 Intro to Computer Engineering by Hsien-Hsin Sean Lee Georgia Tech -- Me...Hsien-Hsin Sean Lee, Ph.D.
The document summarizes memory and programmable logic. It describes different types of memory including RAM, ROM, SRAM and DRAM. It explains how memory is addressed and organized hierarchically using decoders. The document also covers concepts like endianness and memory allocation. Finally, it introduces different types of programmable logic devices including PLA, PAL and ROM and provides examples of their usage and programming.
This document summarizes 0xdroid, a community-developed Android distribution created by 0xlab. Key points include:
- 0xdroid is an open-source Android distribution maintained by 0xlab that also serves as a community platform for innovation.
- The goals of 0xdroid include providing a usable version quickly, designing for laziness with an easy installer, having more transparent development through issue tracking, and ensuring work can be reused through patch-based contributions.
- 0xlab contributes code to other Android projects like Android-x86 and CyanogenMod and interacts positively at the source code level to further innovation as a community.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
This document provides an overview of computer graphics systems. It discusses the basic components of a graphics system including input, computation, and output. For input, it describes common devices like mice, keyboards, and scanners. The computation stage involves transformations and rasterization to generate images. For output, it explains framebuffers, bit depths, and different display technologies like CRT, LCD, and projection displays. It provides details on how these displays work and their advantages/disadvantages.
This document discusses computer graphics and graphics workstations. It provides details on:
- The capabilities of typical graphics workstations, including 2D/3D modeling, animation, color selection, 3D viewing, and other features.
- The architecture of graphics workstations, which typically include a RISC microprocessor, large memory and storage, and specialized graphics boards.
- Common display algorithms used in computer graphics like raster scan techniques, DDA and Bresenham's line drawing algorithms, which allow for fast rendering of basic shapes and lines on raster displays.
mloc.js 2014 - JavaScript and the browser as a platform for game developmentDavid Galeano
JavaScript and the browser can be a viable platform for game development, as demonstrated by games like Polycraft and a Quake 4 demo ported to JavaScript. However, to reach the level of native applications, improvements are needed in areas like memory usage, parallelism, and floating point performance. Specifically, typed objects could help memory usage, a task-based parallelism API could improve multi-core support, and SIMD and single-precision floats could enhance performance of common game operations like vectors and matrices.
mloc.js 2014 - JavaScript and the browser as a platform for game development
thu-blake-gdc-2014-final
1. Achieving the Best Performance with Intel Graphics
Tips, Tricks, and Clever Bits
Blake Taylor, Graphics Software Development and Validation (GSDV)
GDC 2014
4. Efficient GPU Programming
4
Making the most of the pipeline!
Optimizations within the IA software stack
Application specific
Generic
Greatest impact from application optimization
Meet your friendly AE!
Application
Driver
GPU
Low
High
Scope of Optimizations
Draw
Draw…Frame
Big Picture!
Tooltip!
- Use GPA™ to find and optimize GPU hotspots
5. Draw Dispatching and Resource Update
Be conscious of memory access patterns
of dispatched operations
3D / 2D operation scheduling
State / shader changes
Resource locality
5
Resource A Resource B
Draw 0 Draw 1
Resource A
Draw 2
Vs.
Resource A Resource A
Draw 0 Draw 1 (2)
Resource B
Draw 2 (1)
Large Surfaces (high latency)
Resource A Resource B
Draw 0 Draw 1
Resource A
Draw 2
Small Surfaces (low latency)
Write to same RT region
7. Platform
7
Graphics is only part of the puzzle
Unique architecture characteristics
Power & performance
Memory hierarchy
Paired platform
CPU
System memory
Other constraints
Thermal
Power
Memory
CPU GPU
Un-core
Package
Display Peripherals
Platform
8. CPU Optimization
Relationship between CPU / GPU
CPU or GPU bottleneck
CPU can limit GPU
Whaaa?....
8
0
2
4
6
8
10
12
0 5 10 15
Watts
Power (15W Total)
CPU
GPU
Uncore
0
200
400
600
800
1000
1200
1400
0 5 10 15
MHz
Frequency (GPU Peak 1.15Ghz)
CPU
GPU
Tooltip!
- Use VTune™ to find and optimize CPU hotspots
9. Cache Locality Is King
Optimize memory accesses for both CPU and GPU
Memory bandwidth bound
Hierarchy varies with platform
Optional CPU + GPU Caches
– Last Level Cache (LLC)
– Embedded DRAM (eDRAM)
GPU
9
GPU Caches
CPU + GPU
GPU
Memory Interface
DRAM
Last Level Cache eDRAM
Varying availability
11. Architecture
11
Architectural components
Non-Slice
Fixed function
– Transformation
– Clipping
Slice
Slice common
– Rasterization
– Shader dispatch
– Color back-end
Sub-slice(s)
– Shader execution
Fixed Function
Slice
Shader Execution
Non-Slice
Sub-Slice
Shader Execution
Sub-Slice
Rasterization … Color back-end
Slice Common
MemoryInterface
12. Architecture Scaling
12
Scaling Components
Slice
Parallel primitive processing
Sub-slice
Parallel span processing
Prim 0
Ex. Post Clip Primitive Processing (4x4 pixel spans)
Prim 1
Slice Scaling (1 – N Slices)
…
Sub-Slice Scaling (1 – N Sub-Slices)
…..
13. Sampler
13
1 Sampler Per Sub-Slice
Local texture cache (Tex$)
Backed by common L3$
Fixed Function
Slice
Non-Slice
Sub-Slice
Sub-Slice
Slice Common
MemoryInterface
Tex$Sampler
Tex$Sampler
L3$
0
0.2
0.4
0.6
0.8
1
1 2 4 N
Throughput
Sub-Slices
Ex. Synthetic Throughput vs. Sub-slice Count
Architectural Peak
14. Sampler Performance
14
Remember Cache Locality?
Throughput
Format
Sampling pattern
Poor access pattern
Increased memory b/w
Increased latency
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
1 2 4 N
Throughput
Sub-Slices
Good
Bad
Ex. Synthetic Throughput Good vs. Bad Access Pattern
Architectural Peak
15. Texture Compression
15
Utilize as much as possible!
Offline compression
Dynamic compression
BC1 Error with BC1 BC7 Error with BC7
Original Surface
16. Fillrate
16
Per Slice-Common
Pixel Back-End
Color Cache (RCC$)
Fixed Function
Slice
Non-Slice
Sub-Slice
Sub-Slice
MemoryInterface
Tex$Sampler
Tex$Sampler
L3$
0
0.2
0.4
0.6
0.8
1
1 2 N
Fillrate
Slices
Ex. Synthetic Fillrate vs. Slice Count
Architectural Peak
Pixel
Back-End
RCC$
Rasterizer
Early Z
Early STC
Depth$
Stencil$
Slice Common
17. Fillrate Performance
17
Pumping out color
Throughput
Format
Dimension + region
Other factors
Rasterization
Early Z/STC
Pixel Shader Execution
Late Z/STC
Blend function + mode
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
1 2 N
Fillrate
Sub-Slices
Non-Blended
Blended
Ex. Synthetic Fillrate Blended vs. Non-Blended
Architectural Peak
18. 18
Surface Format
Select the appropriate format for color range
Intermediate / final render targets
Cause
Higher precision format chosen un-necessarily
Effect
Reduced fill rate
Increased memory bandwidth
HDR (R16G16B16A16)
HDR (R10G10B10A2)
19. Arithmetic Logic
19
Block Per Sub-Slice
Execution Units (EUs)
Instruction Cache (IC$)
Fixed Function
Non-Slice
Sub-Slice
Sub-Slice
MemoryInterface
Tex$Sampler
Tex$Sampler
L3$
0
0.2
0.4
0.6
0.8
1
1 3 6
Performance
Sub-Slices
Ex. Synthetic EU Throughput vs. Sub-Slice
Architectural Peak
Pixel
Back-End
RCC$
Rasterizer
Early Z
Early STC
Depth$
Stencil$
L1
IC$
Data Port
EU
Slice Common
EU EU EU
EU EU EU EU
L1
IC$
Data Port
EU EU EU EU
EU EU EU EU
20. Arithmetic Logic Performance
20
Algorithmic Complexity
Control flow
Math
Extended math
Max concurrent registers
0
0.2
0.4
0.6
0.8
1
MAX LRP CMP LOG EXP POW ADD MUL MAD
Performance
Synthetic Relative Performance - EU Operations
0
0.2
0.4
0.6
0.8
1
Performance
Synthetic SIMD8 vs. SIMD16
SIMD16
SIMD8
22. Geometry
22
Single Non-Slice
Fixed Function
VS
HS
TE
DS
GS
SOL
Clipper
Setup Front-End
Non-Slice
Sub-Slice
Sub-Slice
MemoryInterface
Tex$Sampler
Tex$Sampler
L3$
Pixel
Back-End
RCC$
Rasterizer
Early Z
Early STC
Depth$
Stencil$
L1
IC$
Data Port
EU
Slice Common
EU EU EU
EU EU EU EU
L1
IC$
Data Port
EU EU EU EU
EU EU EU EU
VF
VS
HS
TE
DS
GS
SOL
CL
SFE
TDG
23. Optimizing Geometry for Algorithmic Complexity
Optimal definitions for a single piece of
geometry
Quality scaling with platform
Purpose
Lighting, depth, animation…
23
Model with Hard Edges
Model with Soft Edges
Before (Hard Edge) After (Soft Edge)
Duplicate Vertex
Merged Vertex + Normal
Ex. Edge Softening
24. Optimizing Primitive Ordering
24
Primitive scheduling within a single draw
Ordering primitives for both locality and latency
Two cases
View dependent
View independent
Sample example (HDAO10.1)
Primitive dispatch color coded (green -> red)
2%-13% performance gain
Original Ordering
View Dependent Ordering
25. Scaling Your Game
Burn baby burn, heat inferno…
25
Lost Planet 2 : Images courtesy of Capcom
26. Why do you care?
Wide Range of Platforms + CPU + GPU
Each with unique performance characteristics
All of which the user hopes to run your game
And run it well
26
Better selling point? more platforms + happy users == more money? $$$
27. How Well Does Your Game Scale?
Created a game
Quality settings
27
Tablet
Low
Phone
Ultra Low?
Mobile
Medium
Desktop
Ultra
28. Memory Bandwidth
28
It’s all about the memory.. baby
Will vary greatly with platform
Why do you care?
Read from memory
Write to memory
Sharp turn ahead!
Low
High
MemoryBandwidth
Goal
- Establish memory ceiling (budget)
29. Sampler Throughput
29
Varies with architecture and platform
Measure all use cases
Dimension
Format
Filtering mode
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
0.03 0.25 0.3 6 10 16
Throughput
Memory Footprint (MB)
32bit (Point/Bilinear)
32bit (Trilinear)
Ex. Synthetic Sampler Throughput 32bit Use Cases
Architectural Peak
Goal
- Select optimal format & dimension
30. Fill Rate
30
Multiple surface types
Render target
Format
Dimension
Blended / Non-blended
Depth
Read +/ Write
Stencil
Read +/ Write 0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
RT 32bit RT 32bit
(Blend)
Z Fail Z Pass STC Test
Performance
Synthetic Relative Performance – Fullscreen Primitive
Goal
- Understand relative performance
- Optimal format, dimension, and algorithm
31. Geometry Throughput
31
Fixed function bandwidth and Arithmetic Logic
Fixed function
Clip / Cull
Rasterization
Geometry transformation
ALU
Goal
- Optimal geometry and algorithm 0
0.5
1
MAX LRP CMP LOG EXP POW ADD MUL MAD
Performance
Synthetic Relative Performance - EU Operations
Vs.
Ex. Geometry Selection Low vs. High Throughput
33. Looking Forward
33
Same game for desktop to phone
Wide array of platforms
Adaptable quality settings
Scaling algorithms
Optimization
Thanks for attending!
And everything in-between...
35. Ready for More? Look Inside™.
35
Keep in touch with us at GDC and beyond:
• Game Developer Conference
Visit our Intel® booth #1016 in Moscone South
• Intel University Games Showcase
Marriott Marquis Salon 7, Thursday 5:30pm
RSVP at bit.ly/intelgame
• Intel Developer Forum, San Francisco
September 9-11, 2014
intel.com/idf14
• Intel Software Adrenaline
@inteladrenaline
• Intel Developer Zone
software.intel.com
@intelsoftware
36.
37. Up Next…
37
12:30 – 1:30
Realistic Cloud Rendering using Pixel Synchronization
Presented by:
Egor Yusov - Intel