Tutorial Basics of GPU Programming
Short Description
Module 1: Introduction to GPU-Based Methods. Interactive Visualization of Volumetric Data on Consumer PC Hardware:. Basics of Hardware-Based Programming …
Website: www.vis.uni-stuttgart.de | Filesize: 182kb
Content
IEEE Visualization 2003 Tutorial:
Interactive Visualization of Volumetric Data on Consumer PC Hardware
Daniel Weiskopf
Institute of Visualization and Interactive Systems
University of Stuttgart
Basics of GPU-Based
Programming
Module 1: Introduction to GPU-Based Methods
Interactive Visualization of Volumetric Data on Consumer PC Hardware:
Basics of Hardware-Based Programming Daniel Weiskopf
Overview
?Rendering pipeline on current GPUs
?Low-level languages
- Vertex programming
- Fragment programming
?High-level shading languages
Interactive Visualization of Volumetric Data on Consumer PC Hardware:
Basics of Hardware-Based Programming Daniel Weiskopf
Traditional OpenGL Pipeline (by Kurt Akeley)
Interactive Visualization of Volumetric Data on Consumer PC Hardware:
Basics of Hardware-Based Programming Daniel Weiskopf
Programmable Pipeline
?Most parts of the rendering pipeline can be programmed
?Shading programs to change hardware behavior
- Transform and lighting:
vertex shaders / vertex programs
- Fragment processing:
pixel shaders / fragment programs
?History: from fixed-function pipeline to
configurable pipeline
- Steps towards programmabilityInteractive Visualization of Volumetric Data on Consumer PC Hardware:
Basics of Hardware-Based Programming Daniel Weiskopf
Programmable Pipeline
3D application
3D API GPU front end
vertex
processor
primitive assembly
rasterization
fragment
processor
raster operations
frame buffer
CPU
GPU Shaders
Interactive Visualization of Volumetric Data on Consumer PC Hardware:
Basics of Hardware-Based Programming Daniel Weiskopf
Issues
?How are vertex and pixel shaders specified?
- Low-level, assembler-like
- High-level language
?Data flow between components
- Per-vertex data (for vertex shader)
- Per-fragment data (for pixel shader)
- Uniform (constant) data: e.g. modelview matrix,
material parameters
Interactive Visualization of Volumetric Data on Consumer PC Hardware:
Basics of Hardware-Based Programming Daniel Weiskopf
Overview
?Rendering pipeline on current GPUs
?Low-level languages
- Vertex programming
- Fragment programming
?High-level shading languages
Interactive Visualization of Volumetric Data on Consumer PC Hardware:
Basics of Hardware-Based Programming Daniel Weiskopf
What Are Low-Level APIs?
?Similarity to assembler
- Close to hardware functionality
- Input: vertex/fragment attributes
- Output: new vertex/fragment attributes
- Sequence of instructions on registers
- Very limited control flow (if any)
- Platform-…
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