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Computer Graphics Software & Hardware NBAY 6120 Lecture 6 Donald P. Greenberg March 16, 2017

Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

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Page 1: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Computer GraphicsSoftware & Hardware

NBAY 6120

Lecture 6

Donald P. Greenberg

March 16, 2017

Page 2: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Recommended Readings for Lecture 6

• Mike Seymour. “The State of Rendering, Part 1,” fxguide.com, July 15,

2013. FXGuide.

• Mike Seymour. “The State of Rendering, Part 2,” fxguide.com, July 17,

2013. FXGuide.

Page 3: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Why Is It Important?

• 99% of our information intake is pictorial through our eyes

• Educational Modules

• Entertainment

• Games

• Advertising

• Medical

• Computer Aided Design

• Data Visualization

Page 4: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Ivan Sutherland 1963

Page 5: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Program of Computer Graphics, Cornell University

General Electric - 1967

Page 6: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Program of Computer Graphics, Cornell University

DPG - 1967

Page 7: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Program of Computer Graphics, Cornell University

Cornell in Perspective Film 1972

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Page 9: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Gouraud Thesis

Gouraud Flat Polygon Shading 1972

Each polygon is shaded based on a single normal.

Page 10: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Gouraud Thesis

Gouraud Smooth Shading 1972

Each pixel is shaded by interpolating intensities

computed in each of the polygon’s vertices.

Page 11: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Phong Shading 1974

Page 12: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

RasterOperations

• Environment

Geometry & topology

Material properties

>Color, reflectance, textures

>(Cost, strength, thermal properties)

• Lighting

Geometry & position

Intensity, spectral distribution

Direction, spatial distribution

Model

Camera

Perspective

ImageStorage

Display

Model

Page 13: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

• Viewer Position

• Viewer direction

• Field of view

Wide angle

Telephoto

• Depth of focus

Near

Far

Model

Camera

Perspective

RasterOperations

ImageStorage

Display

Camera

Page 14: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

• Perspective transformation

Matrix multiplication (4 x 4)

• Clipping objects outside of the

field of view

• Culling back-facing surfaces

Model

Camera

Perspective

RasterOperations

ImageStorage

Display

Perspective

Transformation

Page 15: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Hidden Line Algorithm

Page 16: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Hidden Line Algorithm

Page 17: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

• Conversion from polygons

to pixels

Color computation

• Hidden surface removal

(z-buffer)

Model

Camera

Perspective

RasterOperations

ImageStorage

Display

Raster Operations

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• Typical frame buffer

1280 x 1024 pixels

3 channels (red, green, blue)

1 byte/channel

• Total memory

3 3/4 megabytes - single buffer

7 1/2 megabytes - double buffer

Model

Camera

Perspective

RasterOperations

ImageStorage

Display

Image Storage

Page 19: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

• Digital to analog conversion

1280 x 1024 resolution

60 frames per second

• Total data rate

1 1/4 million pixels

x 3 bytes/pixel

x 60 frames/second

= 225 megabytes/second

= 1.8 gigabits/second

DisplayModel

Camera

Perspective

RasterOperations

ImageStorage

Display

Page 20: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Model

Camera

Perspective

RasterOperations

ImageStorage

Display

Direct Illumination

User Input

Page 21: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Phong Model: Variations of Specular Exponent

Roy Hall

Page 22: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Reflectance Three Approximate Components

Ideal diffuse (Lambertian)

Directionaldiffuse

Idealspecular

Page 23: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Cook-Torrance Renderings 1979

Page 24: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

The geometry of scattering from a layered surface

acm Computer Graphics, Siggraph 1993 p. 166

Page 25: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Henrik Wann Jensen, Stephen R. Marschner, Marc Levoy, Pat Hanrahan. “A Practical Model for

Subsurface Light Transport,” ACM Siggraph 2001, August 2001, Los Angeles, CA, pp. 511-518.

Page 26: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

9999766

997333

9914111

77977

557999

555799

555799

6 6 9 9 9 97

9999766

997333

9914111

77977

557999

555799

555799

6 6 9 9 9 97

Direct Lighting and Indirect Lighting

Direct

Indirect

Direct

Page 27: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Direct Lighting Only

Page 28: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Global Illumination

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Page 30: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Ray Tracing Eric Haines 1985

Page 31: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Radiosity1984

Page 32: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Radiosity Eric Chen 1986

Page 33: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Radiosity1990s

Page 34: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Rendering Framework 1997

Page 35: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Light as Rays

Page 36: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Light as Waves

Page 37: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Light as Photons

Page 38: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Ray Tracing

Page 39: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Path Tracing

• Path Tracing is similar to ray tracing except that many rays are sent for

each pixel.

• Rays are sent out on a probabilistic basis depending on the reflectance

(transmittance) distributions of each surface that is struck.

• Computations can be accelerated by using “importance sampling”, where

the ray directions are dependent on the magnitude of the potential effects.

Page 40: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Path Tracing

Page 41: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Probabilistic Sample Direction for Path Tracing

Sampled

Direction

Page 42: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Path Tracing

1 sample/pixel 100 samples/pixel

1,000 samples/pixel 10,000 samples/pixel

Page 43: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Bi-Directional Path Tracing

Page 44: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Photograph

Bi-directional Path Tracing

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Radiosity

Page 46: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Example: Automobile Pipeline

Build

frame

Add

engine

Add

windows

Paint

body

2 minutes 2 minutes 2 minutes 2 minutes

Automobile takes 8 minutes to make, but the assembly line

makes a car every two minutes.

A B C D E

A B C D

A B C

A B

Stage 1

Stage 2

Stage 3

Stage 4

Time (minutes)

0 2 4 6 8 10

® Donald P. Greenberg - Cornell Program of Computer Graphics

Page 47: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Graphics Hardware circa 1970

• System used to generate Phong goblet

ModelP-xform

ClippingLighting Rasterize

System

Memory(16 scanlines)

Film

Recorder

CPU

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Graphics Hardware circa 1980

Cost of Memory was Prohibitive

• 512x480x8 bit frame buffer cost $80,000!

• No z-buffer (at 24 or 32 bits/pixel, it requires even

more memory than FB)

• Only single frame buffer

• All work done in CPU until frame buffer(slow!)

ModelP-xform

ClippingLighting Rasterize

Frame

BufferDisplay

CPU Graphics Hardware

Page 49: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Graphics Hardware circa 1986

• Added Z-Buffer

• Added Double Frame Buffer

• Rasterization and visible surface computations

performed in hardware

Model LightingP-xform

ClippingRasterize

Frame

BufferDisplay

CPU Graphics Hardware

Z-Buffer Frame

Buffer

Page 50: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Graphics Hardware 1999

• Addition of texture mapping units

• With texturing, high resolution detail is possible with

relatively simple geometry

Model Rasterize Display

CPU Graphics Hardware

Z-BufferFrame

Buffer

Texture

MappingLighting

P-xform

ClippingFrame

Buffer

Page 51: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Multipass Example: Light Maps

• Two separate textures, one for the material’s

composition, one for the lighting

X =

J.L.Mitchell, M. Tatro, and I. Bullard

Page 52: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Castle’s Geometry

Agata & Andrzej Wojaczek, Advanced Graphics Applications Inc.

Page 53: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Reflection Example - Castle

Agata & Andrzej Wojaczek, Advanced Graphics Applications Inc.

Page 54: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Graphics Hardware 2000

Model

Rasterize Display

CPUGraphics Hardware

Z-BufferFrame

Buffer

Texture

Mapping

Frame

Buffer

Vertex

Buffer LightingP-xform

Clipping

• Vertex buffer (model data) added to reduce bandwidth

requirements between CPU and graphics board

Page 55: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

M L P S D V

M— Model

L — Lighting

P — Perspective/Clipping

S — Scan Conversion/Z-buffer

D — Display Storage

V — Video

Graphics Pipeline - 1980’s

® Donald P. Greenberg - Cornell Program of Computer Graphics

Page 56: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

M L P S D V

M— Model

L — Lighting

P — Perspective/Clipping

T — Texturing

S — Scan Conversion/Z-buffer

D — Display Storage

V — Video

Graphics Pipeline - 2000 +

® Donald P. Greenberg - Cornell Program of Computer Graphics

T

Page 57: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Graphics Hardware 2003

Model

Rasterize DisplayCPU

Pixel Operations

Z-BufferFrame

Buffer

Texture

Mapping

Frame

Buffer

Vertex

Buffer LightingP-xform

Clipping

Vertex Operations

• Early GPU’s performed lighting and clipping

operations on locally stored model

Page 58: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Graphics Hardware 2009

Model

CPU

Rasterize

Graphics Processing Unit

GPU Z-Buffer

Model

CPU

Rasterize

Graphics Processing Unit

GPU Z-Buffer

Model

CPU

Rasterize

Graphics Processing Unit

GPU Z-Buffer

Model

CPU

Rasterize

Graphics Processing Unit

GPU Z-Buffer

Frame

BufferDisplay

Page 59: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

Peak Performance ('s/sec)

Year

HP CRX

SGI Iris

SGI GT

HP VRX

Stellar GS1000

SGI VGX

HP TVRX

SGI SkyWriter

SGI

E&SF300

One-pixel polygons (~10M polygons @ 30Hz)

SGI

RE2

RE1

Megatek

86 88 90 92 94 96 98 00

104

105

106

107

108

109

UNC Pxpl4

UNC Pxpl5

UNC/HP PixelFlow

Flat

shading

Gouraud

shading

Antialiasing

Slope ~2.4x/year (Moore's Law ~ 1.7x/year) SGI

IRE&SHarmony

SGI R-Monster

Division VPX

E&S Freedom

Accel/VSISVoodoo

Glint

Division

Pxpl6

PC Graphics

Textures

SGI

Cobalt

Nvidia TNT3DLabs

Graph courtesy of Professor John Poulton (from Eric Haines)

GeForce

104

105

106

107

108

109

ATI

Radeon 256

nVidia

G70

Faster than Moore’s Law

Page 60: Computer Graphics Software & Hardware · 2017. 3. 16. · M L P S D V M—Model L —Lighting P —Perspective/Clipping T —Texturing S —Scan Conversion/Z-buffer D —Display Storage

nVidia’s Kepler Chip 2012

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NVIDIA’s new Maxwell Chip 2014

• 6144 processor

cores (rumor)

• 20 nm

• Q4 2014

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Processor Transistor count Date of introduction Manufacturer Process Area

R520 321,000,000 2005 AMD 90 nm 288 mm²

R580 384,000,000 2006 AMD 90 nm 352 mm²

G80 681,000,000 2006 NVIDIA 90 nm 480 mm²

R600 Pele 700,000,000 2007 AMD 80 nm 420 mm²

G92 754,000,000 2007 NVIDIA 65 nm 324 mm²

RV790XT Spartan 959,000,000 2008 AMD 55 nm 282 mm²

GT200 Tesla 1,400,000,000 2008 NVIDIA 65 nm 576 mm²

Cypress RV870 2,154,000,000 2009 AMD 40 nm 334 mm²

Cayman RV970 2,640,000,000 2010 AMD 40 nm 389 mm²

GF100 Fermi 3,200,000,000 Mar 2010 NVIDIA 40 nm 526 mm²

GF110 Fermi 3,000,000,000 Nov 2010 NVIDIA 40 nm 520 mm²

GK104 Kepler 3,540,000,000 2012 NVIDIA 28 nm 294 mm²

Tahiti RV1070 4,312,711,873 2011 AMD 28 nm 365 mm²

GK110 Kepler 7,080,000,000 2012 NVIDIA 28 nm 561 mm²

RV1090 Hawaii 6,300,000,000 2013 AMD 28 nm 438 mm²

GM204 Maxwell 5,200,000,000 2014 NVIDIA 28 nm 398 mm²

GM200 Maxwell 8,100,000,000 2015 NVIDIA 28 nm 601 mm²

Fiji 8,900,000,000 2015 AMD 28 nm 596 mm²

GP104 Pascal 7,200,000,000 2016 Nvidia 16 nm 314 mm²

GP100 Pascal 15,300,000,000[43] 2016 Nvidia 16 nm 610 mm² htt

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Moore’s Law – GPU Transistor Counts

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nVidia iray® 2012

• nVidia has designed a series of rackable Tesla servers for very fast

computation using parallel sets of their GPU hardware

• They developed a novel programming language (CUDA) to take advantage

of their unique hardware architectures. This can be used for many other

disciplines

• They now offer a product called Iray which computes photorealistic

imagery on a cloud

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Intel – Integrated Graphics 2013

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AMD – Integrated Graphics 2013

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AMD – Integrated Graphics 2014

• “Kaveri”

• 28 nm

• 47% GPU

47%

GPU

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All GPU Suppliers

NVIDIA 3% Takumi

2.70%Broadcom

0.20%Vivante

4.80%

Imagination

50.10%

DMP 3.30%

ARM 2.60%

Qualcomm

33%

ZiiLabs

0.10%

All GPU IP Suppliers

Imagination

78.80%

DMP

5.20%

ARM 4.20%

Takumi

4.30% Vivante

7.50%

Source: Imagination Technologies, via http://technewspedia.com/imagination-technologies-nvidia-we-do-not-compete-against-our-customers/

Mobile GPU market share 2013

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End. . .