From Turing Machine to Global Illumination Outline My first computer (CASIO fx3600) Turning machine and von Neumann architecture GPU pipeline Local and global illumination Shadow and reflection through texture Programmable GPUs Calculator vs. Computer What is the difference between a calculator and a computer? Doesn’t a compute-r just “compute”? The Casio fx3600p calculated can be programmed (38 steps allowed). Turing Machine Can be adapted to simulates the logic of any computer that could possibly be constructed. von Neumann architecture implements a universal Turing machine. Look them up at Wikipedia! Outline My first computer (CASIO fx3600) Turning machine and von Neumann architecture GPU pipeline Local and global illumination Shadow and reflection through texture Programmable GPUs Simplified View Transform (& Lighting) Rasterization The Data Flow: 3D Polygons (+Colors, Lights, Normals, Texture Coordinates…etc.) 2D Polygons 2D Pixels (I.e., Output Images) Outline My first computer (CASIO fx3600) Turning machine and von Neumann architecture GPU pipeline Local and global illumination Shadow and reflection through texture Programmable GPUs Global Effects shadow multiple reflection translucent surface Local vs. Global How Does GPU Draw This? Quiz Q1: A straightforward GPU pipeline give us local illumination only. Why? Hint: How is an object drawn? Do they consider the relationship with other objects? Q2: What typical effects are missing? Shadow, reflection, and refraction… Wait but I’ve seen shadow and reflection in games before… With Shadows Without Shadows Outline My first computer (CASIO fx3600) Turning machine and von Neumann architecture GPU pipeline Local and global illumination Shadow and reflection through texture Programmable GPUs Adding “Memory” to the GPU Computation Modern GPUs allow: The usage of multiple textures. Rendering algorithms that use multiple passes. Transform (& Lighting) Rasterization Textures Faked Global Illumination Shadow, Reflection, BRDF…etc. In theory, real global illumination is not possible in current graphics pipeline: Conceptually a loop of individual polygons. No interaction between polygons. Can this be changed by multi-pass rendering? Case Study: Shadow Map Using two textures: color and depth Relatively straightforward design using pixel (fragment) shaders on GPUs. Eye’s View Light’s View Depth/Shadow Map Image Source: Cass Everitt et al., “Hardware Shadow Mapping” NVIDIA SDK White Paper Basic Steps of Shadow Maps Render the scene from the light’s point of view, Use the light’s depth buffer as a texture (shadow map), Projectively texture the shadow map onto the scene, Use “texture color” (comparison result) in fragment shading. Outline My first computer (CASIO fx3600) Turning machine and von Neumann architecture GPU pipeline Local and global illumination Shadow and reflection through texture Programmable GPUs PC Graphics Architecture Two buses on PC: System Bus (CPU-Memory) and Peripheral I/O Bus. Before AGP: narrow path (I/O Bus) between main memory and graphics memory (for frame buffer, Z buffer, texture, vertex data…etc.) AGP and PCI-e speed up the link between host PC and graphics processor (GPU) Source: http://www.karbosguide.com/hardware/module2d03a.htm NVIDIA Geforce 6800 NVIDIA Geforce 8800 NVIDIA Fermi (Geforce 400 and 500 Series) From NVIDIA Fermi Architecture Whitepaper http://www.nvidia.com/content/PDF/fermi_white_papers/NVIDIA_Fermi_Compute_Architecture_Whitepaper.pdf How to Program a GPU? Writing a 3D graphics application program Typically in DirectX or OpenGL Still CPU programming in C/C++ The APIs and drivers do the dirty work for you. Writing GPU shaders Typically in GLSL or Cg Still drawing 3D objects Working like plug-in’s to the 3D rendering pipeline GPGPU General-purpose GPU computing No longer restricted to graphics applications. To utilize the abundant “GFLOPs” in GPU. Could be implemented in GPU shaders By clever transformation of problem domains. Textures to store the data structures However, shaders could not perform memory writes with calculated addresses (a.k.a. scatter operations) GPU as a Parallel Computing Platform Treating GPUs as parallel machinery NVIDIA CUDA Not quite the same as shared-memory multiprocessor. A special kind of memory hierarchy. Widely adopted in real-world applications OpenCL For non-NV GPUs and multi-core CPUs Branch Divergence on GPU Warp … if x1 – x0 > y1 – y0: xMajorIteration() else: yMajorIteration() … ½ performance for each branch! Examples GPU Shading Effects Reflection and refraction Relief on surface Ambient occlusion and lighting Real-Time Rendering of Splashing Water Particle system simulation for real-time interaction with terrains and dynamic objects. Reconstruction of the splash surface with 2D metaballs Ray Tracing on GPU Using OpenCL or NVIDIA CUDA Or use NVIDIA OptiX
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