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.
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.
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 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.
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
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
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.
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
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 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.
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 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.
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
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
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.
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
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.
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.
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.
This document discusses using the SPUs on the PlayStation 3 to perform deferred shading for Battlefield 3, offloading work from the GPU. It provides an overview of the SPU-based deferred shading approach, including breaking the screen into tiles that are processed by multiple SPUs in parallel. Algorithmic optimizations discussed include aggressive light culling, material classification, and using lookup tables. Code optimizations focus on data layout, instruction scheduling, and generating shader permutations at compile time. Best practices include tools for rapid development and profiling permutation usage.
The past few years have seen a sharp increase in the complexity of rendering algorithms used in modern game engines. Large portions of the rendering work are increasingly written in GPU computing languages, and decoupled from the conventional “one-to-one” pipeline stages for which shading languages were designed. Following Tim Foley’s talk from SIGGRAPH 2016’s Open Problems course on shading language directions, we explore example rendering algorithms that we want to express in a composable, reusable and performance-portable manner. We argue that a few key constraints in GPU computing languages inhibit these goals, some of which are rooted in hardware limitations. We conclude with a call to action detailing specific improvements we would like to see in GPU compute languages, as well as the underlying graphics hardware.
This talk was originally given at SIGGRAPH 2017 by Andrew Lauritzen (EA SEED) for the Open Problems in Real-Time Rendering course.
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.
This document discusses various topics related to multimedia systems and data compression, including:
1. It defines multimedia systems and describes their characteristics such as being computer controlled and representing information digitally. It lists common types and applications of multimedia.
2. It introduces the concepts of lossless and lossy data compression, explaining that lossless compression preserves all information while lossy compression loses some information.
3. It describes several popular lossless compression algorithms, including run-length coding, Huffman coding, and Shannon-Fano coding. It provides an example to illustrate run-length coding.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
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.
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Johan Andersson
The document describes terrain rendering techniques used in the Frostbite engine, including procedural shader splatting to allow dynamic material changes, graph-based shaders for flexibility, and techniques for multi-resolution rendering, masking, and adding detail like undergrowth vegetation through procedural generation.
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn
Abstract: Horizon Zero Dawn presented the Decima engine with new challenges in rendering large and dense environments. In particular, we needed to be able to quickly query a very large set of potential objects to find which should be visible. This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries using the PS4's asynchronous compute hardware. It also covers our recent work on efficiently collecting batches of object instances during the query to reduce load on the entire rendering pipeline. A basic familiarity with GPU compute will be helpful to get the most out of this talk.
This document provides an overview of the PLAYSTATION®Edge components for animation, geometry processing, and compression on the PlayStation 3. It describes how animation is processed using blend trees and compressed data formats. Geometry processing involves skinning, triangle culling, and compressed vertex outputs on the SPUs. The offline tools pipeline generates hierarchy and compressed animation/geometry data. Runtime processing involves decompression, skinning, culling, and output on the SPUs in a pipelined manner. The goal is to offload work from the PPU and RSX for improved performance.
Oit And Indirect Illumination Using Dx11 Linked ListsHolger Gruen
The document discusses using DirectX 11 linked lists and per-pixel linked lists to implement order-independent transparency (OIT) and indirect illumination. It describes how linked lists can be used to store transparent fragments and then sort and blend them for OIT. It also explains how to trace rays through linked lists to compute indirect shadows for indirect illumination. The techniques open up new rendering algorithms for real-time graphics.
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
The document describes the design of a simple digital camera system using different processor types. It outlines the key functional requirements like capturing and storing images, as well as non-functional requirements around size, power consumption and performance. It then provides more details on implementing specific modules like the CCD sensor interface, image compression codec and controller to demonstrate one way the system could be partitioned among different processor types.
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...Colin Barré-Brisebois
Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.
Johan Andersson presented on graphics and rendering techniques for Battlefield 3 and future DICE games. Key points included the focus on PC as the lead platform using DX10/11, major advancements in areas like animation, rendering, lighting, destruction and streaming, and an emphasis on creating simple yet powerful workflows for developers. He discussed techniques for objects, lighting, effects, terrain and post-processing. Graphics are designed to serve aesthetics and gameplay.
In the session from Game Developers Conference 2011, we'll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game realtime editing. A fair amount of time is spent describing how issues were addressed.
Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.
The document compares the hardware architectures and graphics processing capabilities of the Xbox 360 and PlayStation 3 game consoles. Both consoles use procedural synthesis to optimize rendering of 3D scenes from stored data. The Xbox 360 uses a GPU designed specifically for gaming by Microsoft and ATI, while the PS3 uses a GPU not primarily designed for gaming. As a result, the Xbox 360's graphics rendering is generally more optimized for games. However, both consoles have trade-offs, so the best choice depends on intended use and price.
Allegorithmic developed Substance, a middleware for procedurally generating textures on CPUs to reduce texture memory and streaming bottlenecks. Substance uses a node-based graph to procedurally generate textures. It is designed to take advantage of multi-core CPUs through techniques like task parallelism, data parallelism, and lockless synchronization to efficiently generate textures across CPU cores in parallel. Testing showed Substance could utilize 4 CPU cores to generate textures 3.8 times faster than a single core, helping to maintain high framerates during texture streaming.
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.
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.
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.
This document discusses using the SPUs on the PlayStation 3 to perform deferred shading for Battlefield 3, offloading work from the GPU. It provides an overview of the SPU-based deferred shading approach, including breaking the screen into tiles that are processed by multiple SPUs in parallel. Algorithmic optimizations discussed include aggressive light culling, material classification, and using lookup tables. Code optimizations focus on data layout, instruction scheduling, and generating shader permutations at compile time. Best practices include tools for rapid development and profiling permutation usage.
The past few years have seen a sharp increase in the complexity of rendering algorithms used in modern game engines. Large portions of the rendering work are increasingly written in GPU computing languages, and decoupled from the conventional “one-to-one” pipeline stages for which shading languages were designed. Following Tim Foley’s talk from SIGGRAPH 2016’s Open Problems course on shading language directions, we explore example rendering algorithms that we want to express in a composable, reusable and performance-portable manner. We argue that a few key constraints in GPU computing languages inhibit these goals, some of which are rooted in hardware limitations. We conclude with a call to action detailing specific improvements we would like to see in GPU compute languages, as well as the underlying graphics hardware.
This talk was originally given at SIGGRAPH 2017 by Andrew Lauritzen (EA SEED) for the Open Problems in Real-Time Rendering course.
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.
This document discusses various topics related to multimedia systems and data compression, including:
1. It defines multimedia systems and describes their characteristics such as being computer controlled and representing information digitally. It lists common types and applications of multimedia.
2. It introduces the concepts of lossless and lossy data compression, explaining that lossless compression preserves all information while lossy compression loses some information.
3. It describes several popular lossless compression algorithms, including run-length coding, Huffman coding, and Shannon-Fano coding. It provides an example to illustrate run-length coding.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
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.
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Johan Andersson
The document describes terrain rendering techniques used in the Frostbite engine, including procedural shader splatting to allow dynamic material changes, graph-based shaders for flexibility, and techniques for multi-resolution rendering, masking, and adding detail like undergrowth vegetation through procedural generation.
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn
Abstract: Horizon Zero Dawn presented the Decima engine with new challenges in rendering large and dense environments. In particular, we needed to be able to quickly query a very large set of potential objects to find which should be visible. This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries using the PS4's asynchronous compute hardware. It also covers our recent work on efficiently collecting batches of object instances during the query to reduce load on the entire rendering pipeline. A basic familiarity with GPU compute will be helpful to get the most out of this talk.
This document provides an overview of the PLAYSTATION®Edge components for animation, geometry processing, and compression on the PlayStation 3. It describes how animation is processed using blend trees and compressed data formats. Geometry processing involves skinning, triangle culling, and compressed vertex outputs on the SPUs. The offline tools pipeline generates hierarchy and compressed animation/geometry data. Runtime processing involves decompression, skinning, culling, and output on the SPUs in a pipelined manner. The goal is to offload work from the PPU and RSX for improved performance.
Oit And Indirect Illumination Using Dx11 Linked ListsHolger Gruen
The document discusses using DirectX 11 linked lists and per-pixel linked lists to implement order-independent transparency (OIT) and indirect illumination. It describes how linked lists can be used to store transparent fragments and then sort and blend them for OIT. It also explains how to trace rays through linked lists to compute indirect shadows for indirect illumination. The techniques open up new rendering algorithms for real-time graphics.
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
The document describes the design of a simple digital camera system using different processor types. It outlines the key functional requirements like capturing and storing images, as well as non-functional requirements around size, power consumption and performance. It then provides more details on implementing specific modules like the CCD sensor interface, image compression codec and controller to demonstrate one way the system could be partitioned among different processor types.
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...Colin Barré-Brisebois
Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.
Johan Andersson presented on graphics and rendering techniques for Battlefield 3 and future DICE games. Key points included the focus on PC as the lead platform using DX10/11, major advancements in areas like animation, rendering, lighting, destruction and streaming, and an emphasis on creating simple yet powerful workflows for developers. He discussed techniques for objects, lighting, effects, terrain and post-processing. Graphics are designed to serve aesthetics and gameplay.
In the session from Game Developers Conference 2011, we'll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game realtime editing. A fair amount of time is spent describing how issues were addressed.
Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.
The document compares the hardware architectures and graphics processing capabilities of the Xbox 360 and PlayStation 3 game consoles. Both consoles use procedural synthesis to optimize rendering of 3D scenes from stored data. The Xbox 360 uses a GPU designed specifically for gaming by Microsoft and ATI, while the PS3 uses a GPU not primarily designed for gaming. As a result, the Xbox 360's graphics rendering is generally more optimized for games. However, both consoles have trade-offs, so the best choice depends on intended use and price.
Allegorithmic developed Substance, a middleware for procedurally generating textures on CPUs to reduce texture memory and streaming bottlenecks. Substance uses a node-based graph to procedurally generate textures. It is designed to take advantage of multi-core CPUs through techniques like task parallelism, data parallelism, and lockless synchronization to efficiently generate textures across CPU cores in parallel. Testing showed Substance could utilize 4 CPU cores to generate textures 3.8 times faster than a single core, helping to maintain high framerates during texture streaming.
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.
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.
The document discusses graphics processing units (GPUs). It begins with an introduction and definition of GPUs as processors designed specifically for processing 3D graphics. It then covers the components of a GPU and compares GPU and CPU architectures. Specifically, it notes that GPUs have many parallel execution units while CPUs have few, and that GPUs have significantly faster memory interfaces than CPUs. The document concludes by noting that GPU development is ongoing and faster GPUs can be expected in the future.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
This document discusses graphics hardware components and display technologies. It describes the basic components of a graphics system including the display, graphics accelerator, video memory, and graphics processor. It then covers different display technologies such as CRT, LED, LCD, plasma panels, DLP, and OLED. It discusses various trade-offs between these technologies like cost, power consumption, resolution, brightness, etc. The document goes on to describe specific display technologies in more detail like CRTs, color CRTs, LED, LCD, plasma panels, and DLP. It also covers topics like raster vs vector graphics, frame buffers, refresh rates, scan controllers, graphics buses, graphics accelerators, and GPUs.
Introduction to the Graphics Pipeline of the PS3Slide_N
This document provides an overview of the graphics pipeline in the PlayStation 3 (PS3) as presented by Cedric Perthuis. It describes the key hardware components like the Cell processor with its SPEs and RSX graphics processor. It also discusses the software APIs like PSGL, a version of OpenGL ES, and extensions developed for the PS3. Examples are provided of how to utilize the unique hardware architecture, such as using SPEs to preprocess particle system data.
The document provides an overview of graphics processing units (GPUs). It defines a GPU as a processor optimized for graphics, video, and visual computing. GPUs have a highly parallel architecture with thousands of smaller cores designed to handle multiple tasks simultaneously, unlike CPUs which have fewer serial cores. The document compares CPU and GPU architectures, describes the physical components of a GPU including the motherboard, graphics processor, memory, and display connector. It provides details on GPU memory, pipelines, and manufacturers like NVIDIA, AMD, and Intel. The document concludes with information on latest GPU technologies such as CUDA, PhysX, 3D Vision, and examples of high-end consumer GPUs.
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.
The GeForce FX was Nvidia's fifth generation GeForce graphics card, featuring support for Shader Model 2.0. It aimed to improve on previous GeForce cards with faster core and memory speeds of 500MHz and 250MHz respectively, new anisotropic filtering and video processing capabilities. However, it ended up underperforming compared to AMD/ATI's competing Radeon 9700 and 9800 cards due to its narrower 128-bit memory bus and issues with its mixed-precision shader architecture. This disappointed hardware experts and consumers expecting greater performance.
1. The document discusses NVIDIA's NV_command_list OpenGL extension, which aims to reduce driver overhead by batching OpenGL commands and state changes into a command list.
2. It provides examples showing how command lists can reduce the number of draw calls and CPU workload for rendering complex 3D scenes with thousands of draw calls. Benchmark results show a large performance improvement over traditional OpenGL rendering.
3. Key concepts of the command list approach include using bindless resources accessed via pointers, state objects to encapsulate OpenGL state, and encoding rendering commands and state changes into a tokenized command buffer for efficient GPU execution.
Look Ma, No Jutter! Optimizing Performance Across Oculus MobileUnity Technologies
The introduction of mobile AR means the arrival of more accessible devices, and for developers, a broader range of consumers to target. The good news is that you're "already ready." A stable of universal techniques and best practices can help reduce draw calls and maximize performance without sacrificing fidelity across Gear VR, Oculus Go, and Project Santa Cruz. We'll start with an overview of the devices and basic considerations, and go step by step through the process of reviewing and optimizing textures, scene geometry, and lighting. Attendees interested in Project Santa Cruz will also benefit from an introduction to Unity's profiling workflow.
Gabor Szauer - Oculus
Based on the new Z370 platform, MSI introduces a complete lineup in 4 segments with all models fully supporting Intel 6-core CPUs. The next generation MSI motherboards are found in the famous three GAMING segments: Enthusiast GAMING, Performance GAMING and Arsenal GAMING to serve perfectly to any type of gamer around the world. For designers, content creators and workstation users, MSI has prepared new PRO Series models. MSI motherboards are packed with unique features to cater to any PC Enthusiast, Gamer or Professional user. To top things off, making sure anyone can squeeze maximum performance out of the new 6-core processors.
►More about MSI Z370 Motherboard:
https://www.msi.com/Landing/intel-coffee-lake-z370-gaming-motherboard
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►Facebook: hhttps://www.facebook.com/MSIGaming/
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The document summarizes several game platforms including the PlayStation 2, Xbox, GameCube, GameBoy Advance, and PC. It describes the key hardware specifications of each system such as the CPU, graphics capabilities, memory, and installed user base. It also provides an overview of the game development process including concepts, prototyping, production, testing, and localization. Finally, it outlines the major software systems required to develop games including low-level systems, rendering, audio, and tools.
Pccustombuilder.com best motherboards for ryzen 5 3600 budget compatible wit...pc builder
Ryzen 5 3600 is amongst the topmost bought processor on Amazon. There is a big reason for that, as many people have extensively tested the AMD Ryzen 5 3600 with modern AAA titles and competitive game conditions. Ryzen 5 3600 has always stood its ground and didn’t bottleneck the GPU during games under stressed conditions. Even though it does not have an “X” written at the end of its name, the performance is almost identical to Ryzen 5 3600X. To cut short, it’s the best buy for the price. It can deliver 60+fps at 1440p resolution and still avoid bottlenecking the GPU. However, a mobo could potentially bottleneck your performance. For high-tier performance, you will need the best motherboard for Ryzen 5 3600.More info to visit this site.
GPUs are specialized processors designed for graphics processing. CUDA (Compute Unified Device Architecture) allows general purpose programming on NVIDIA GPUs. CUDA programs launch kernels across a grid of blocks, with each block containing multiple threads that can cooperate. Threads have unique IDs and can access different memory types including shared, global, and constant memory. Applications that map well to this architecture include physics simulations, image processing, and other data-parallel workloads. The future of CUDA includes more general purpose uses through GPGPU and improvements in virtual memory, size, and cooling.
Osteoporosis - Definition , Evaluation and Management .pdfJim Jacob Roy
Osteoporosis is an increasing cause of morbidity among the elderly.
In this document , a brief outline of osteoporosis is given , including the risk factors of osteoporosis fractures , the indications for testing bone mineral density and the management of osteoporosis
Recomendações da OMS sobre cuidados maternos e neonatais para uma experiência pós-natal positiva.
Em consonância com os ODS – Objetivos do Desenvolvimento Sustentável e a Estratégia Global para a Saúde das Mulheres, Crianças e Adolescentes, e aplicando uma abordagem baseada nos direitos humanos, os esforços de cuidados pós-natais devem expandir-se para além da cobertura e da simples sobrevivência, de modo a incluir cuidados de qualidade.
Estas diretrizes visam melhorar a qualidade dos cuidados pós-natais essenciais e de rotina prestados às mulheres e aos recém-nascidos, com o objetivo final de melhorar a saúde e o bem-estar materno e neonatal.
Uma “experiência pós-natal positiva” é um resultado importante para todas as mulheres que dão à luz e para os seus recém-nascidos, estabelecendo as bases para a melhoria da saúde e do bem-estar a curto e longo prazo. Uma experiência pós-natal positiva é definida como aquela em que as mulheres, pessoas que gestam, os recém-nascidos, os casais, os pais, os cuidadores e as famílias recebem informação consistente, garantia e apoio de profissionais de saúde motivados; e onde um sistema de saúde flexível e com recursos reconheça as necessidades das mulheres e dos bebês e respeite o seu contexto cultural.
Estas diretrizes consolidadas apresentam algumas recomendações novas e já bem fundamentadas sobre cuidados pós-natais de rotina para mulheres e neonatos que recebem cuidados no pós-parto em unidades de saúde ou na comunidade, independentemente dos recursos disponíveis.
É fornecido um conjunto abrangente de recomendações para cuidados durante o período puerperal, com ênfase nos cuidados essenciais que todas as mulheres e recém-nascidos devem receber, e com a devida atenção à qualidade dos cuidados; isto é, a entrega e a experiência do cuidado recebido. Estas diretrizes atualizam e ampliam as recomendações da OMS de 2014 sobre cuidados pós-natais da mãe e do recém-nascido e complementam as atuais diretrizes da OMS sobre a gestão de complicações pós-natais.
O estabelecimento da amamentação e o manejo das principais intercorrências é contemplada.
Recomendamos muito.
Vamos discutir essas recomendações no nosso curso de pós-graduação em Aleitamento no Instituto Ciclos.
Esta publicação só está disponível em inglês até o momento.
Prof. Marcus Renato de Carvalho
www.agostodourado.com
Adhd Medication Shortage Uk - trinexpharmacy.comreignlana06
The UK is currently facing a Adhd Medication Shortage Uk, which has left many patients and their families grappling with uncertainty and frustration. ADHD, or Attention Deficit Hyperactivity Disorder, is a chronic condition that requires consistent medication to manage effectively. This shortage has highlighted the critical role these medications play in the daily lives of those affected by ADHD. Contact : +1 (747) 209 – 3649 E-mail : sales@trinexpharmacy.com
Does Over-Masturbation Contribute to Chronic Prostatitis.pptxwalterHu5
In some case, your chronic prostatitis may be related to over-masturbation. Generally, natural medicine Diuretic and Anti-inflammatory Pill can help mee get a cure.
Cell Therapy Expansion and Challenges in Autoimmune DiseaseHealth Advances
There is increasing confidence that cell therapies will soon play a role in the treatment of autoimmune disorders, but the extent of this impact remains to be seen. Early readouts on autologous CAR-Ts in lupus are encouraging, but manufacturing and cost limitations are likely to restrict access to highly refractory patients. Allogeneic CAR-Ts have the potential to broaden access to earlier lines of treatment due to their inherent cost benefits, however they will need to demonstrate comparable or improved efficacy to established modalities.
In addition to infrastructure and capacity constraints, CAR-Ts face a very different risk-benefit dynamic in autoimmune compared to oncology, highlighting the need for tolerable therapies with low adverse event risk. CAR-NK and Treg-based therapies are also being developed in certain autoimmune disorders and may demonstrate favorable safety profiles. Several novel non-cell therapies such as bispecific antibodies, nanobodies, and RNAi drugs, may also offer future alternative competitive solutions with variable value propositions.
Widespread adoption of cell therapies will not only require strong efficacy and safety data, but also adapted pricing and access strategies. At oncology-based price points, CAR-Ts are unlikely to achieve broad market access in autoimmune disorders, with eligible patient populations that are potentially orders of magnitude greater than the number of currently addressable cancer patients. Developers have made strides towards reducing cell therapy COGS while improving manufacturing efficiency, but payors will inevitably restrict access until more sustainable pricing is achieved.
Despite these headwinds, industry leaders and investors remain confident that cell therapies are poised to address significant unmet need in patients suffering from autoimmune disorders. However, the extent of this impact on the treatment landscape remains to be seen, as the industry rapidly approaches an inflection point.
TEST BANK For Community Health Nursing A Canadian Perspective, 5th Edition by...Donc Test
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Histololgy of Female Reproductive System.pptxAyeshaZaid1
Dive into an in-depth exploration of the histological structure of female reproductive system with this comprehensive lecture. Presented by Dr. Ayesha Irfan, Assistant Professor of Anatomy, this presentation covers the Gross anatomy and functional histology of the female reproductive organs. Ideal for students, educators, and anyone interested in medical science, this lecture provides clear explanations, detailed diagrams, and valuable insights into female reproductive system. Enhance your knowledge and understanding of this essential aspect of human biology.