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Publicada porVíctor Montoya Maidana Modificado hace 10 años
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Status – Week 294 Victor Moya
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Status Conocimiento sobre el pipeline 3D. Conocimiento sobre el pipeline 3D. Hardware. Hardware. Trazas. Trazas. Recursos. Recursos. Planificación. Planificación.
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Pipeline 3D Idea básica. Idea básica. Matemáticas. Matemáticas. Algoritmos. Algoritmos. Técnicas avanzadas. Técnicas avanzadas. Programación: APIs (Direct3D, OpenGL, RenderMan). Programación: APIs (Direct3D, OpenGL, RenderMan).
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Hardware Implementación del pipeline 3D en hardware. Implementación del pipeline 3D en hardware. Black box? Información limitada por parte de las compañías. Black box? Información limitada por parte de las compañías. Diferentes tipos de unidades: DSPs FP (Vertexs), ASICs (Z Buffer, Culling, Clipping …), Combiners (Textures, Pixels), Caches. Diferentes tipos de unidades: DSPs FP (Vertexs), ASICs (Z Buffer, Culling, Clipping …), Combiners (Textures, Pixels), Caches. Impacto de los drivers. Los drivers afectan en un porcentaje apreciable al rendimiento, partes del pipeline implementados/modificados en el driver? Impacto de los drivers. Los drivers afectan en un porcentaje apreciable al rendimiento, partes del pipeline implementados/modificados en el driver? Implementación de las librerías o APIs: Direct3D, OpenGL. Implementación de las librerías o APIs: Direct3D, OpenGL.
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R200/Radeon 8500 0.15 micron process. 0.15 micron process. 60 million transistors. 60 million transistors. 2 vertex shaders, 4 pixel pipes, 2 textures pipe. 2 vertex shaders, 4 pixel pipes, 2 textures pipe. 128-bit DDR memory. 128-bit DDR memory. 128 MBs. 128 MBs. AGP4X, DirectX8. AGP4X, DirectX8.
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GeForce 4 (NV25) 0.15 micron process. 0.15 micron process. 63 million transistors. 63 million transistors. 2 vertex shaders, 4 pixel pipes, 2 textures per pipe. 2 vertex shaders, 4 pixel pipes, 2 textures per pipe. 128-bit DDR bus, 10 GB/s. 128-bit DDR bus, 10 GB/s. 128 MB. 128 MB. AGP 4X, DirectX 8. AGP 4X, DirectX 8.
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GeForce 4
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P10 (3DLabs) 0.15-micron manufacturing process (same process as the GeForce4) 0.15-micron manufacturing process (same process as the GeForce4) 76M transistors 76M transistors Fabbed at TSMC (NVIDIA's chips are made here as well) Fabbed at TSMC (NVIDIA's chips are made here as well) 860 ball HSBGA package (TSMC's latest packaging technology) 860 ball HSBGA package (TSMC's latest packaging technology) 4 pixel rendering pipelines, can process two textures per pipeline 4 pixel rendering pipelines, can process two textures per pipeline 256-bit DDR memory interface (up to 20GB/s of memory bandwidth w/ 312.5MHz DDR) 256-bit DDR memory interface (up to 20GB/s of memory bandwidth w/ 312.5MHz DDR) up to 256MB of memory on-board up to 256MB of memory on-board AGP 4X support AGP 4X support Full DX8 pixel and vertex shader support Full DX8 pixel and vertex shader support
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P10
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Parhelia (Matrox) 0.15-micron GPU manufactured at UMC 0.15-micron GPU manufactured at UMC 80 Million transistors 80 Million transistors 4 pixel rendering pipelines, can process four textures per pipeline per clock 4 pixel rendering pipelines, can process four textures per pipeline per clock 4 programmable vect4 vertex shaders 4 programmable vect4 vertex shaders 256-bit DDR memory bus (up to 20GB/s of memory bandwidth w/ 312.5MHz DDR) 256-bit DDR memory bus (up to 20GB/s of memory bandwidth w/ 312.5MHz DDR) up to 256MB of memory on board up to 256MB of memory on board AGP 4/8X support AGP 4/8X support Full DX8 pixel and vertex shader support Full DX8 pixel and vertex shader support
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Parhelia
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Trazas A que nivel? A que nivel? Que información? ‘Primitivas’? Como se configura el hardware? Que información? ‘Primitivas’? Como se configura el hardware? Trazas API: Trazas API: OpenGL: facil? MESA, DRI. OpenGL: facil? MESA, DRI. Direct3D: hackear las dlls de MS? Soporte para debugging? WineX. Direct3D: hackear las dlls de MS? Soporte para debugging? WineX. Trazas a nivel de driver: black box, reverse engeniering. DRI. Trazas a nivel de driver: black box, reverse engeniering. DRI. Trazas a nivel de hardware: black box, reverse engeniering. DRI? Trazas a nivel de hardware: black box, reverse engeniering. DRI?
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DRI Direct Rendering Implementation. Direct Rendering Implementation. 3D Hardware support for Linux. 3D Hardware support for Linux. Implemented: X Server with MESA OpenGL library. Implemented: X Server with MESA OpenGL library. Drivers: old 3DFX chips support, old ATI chips support (up to 7500), early support for R200/ATI8500. Drivers: old 3DFX chips support, old ATI chips support (up to 7500), early support for R200/ATI8500. Source code at: dri.sourceforge.net Source code at: dri.sourceforge.net
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NVidia for Linux NVidia drivers for Linux include: NVidia drivers for Linux include: Full support for all the graphic chips (up to GeForce3?). Full support for all the graphic chips (up to GeForce3?). OpenGL propietary library. OpenGL propietary library. Kernel level driver. Kernel level driver. Include files for the kernel. Include files for the kernel.
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WineX Support for DirectX 8.0 games in Linux. Support for DirectX 8.0 games in Linux. Games supported? Games supported? Features supported? Features supported? Uses DRI or NVidia library/drivers? Uses DRI or NVidia library/drivers? Source at: http://sourceforge.net/projects/winex Source at: http://sourceforge.net/projects/winex
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Recursos Libros: Libros: Matemáticas y principios básicos: Foley and van Dam, ‘Mathematics for 3D Game Programming’, Watt, Glassnet. Matemáticas y principios básicos: Foley and van Dam, ‘Mathematics for 3D Game Programming’, Watt, Glassnet. APIs: SDKs y especificaciones? Walsh, Woo. APIs: SDKs y especificaciones? Walsh, Woo. Artículos SIGGRAPH, EUROGRAPH. Artículos SIGGRAPH, EUROGRAPH. SDKs: DirectX 8, NVidia, ATI, otros? White Papers de ATI, NVidia, Matrox, NEC, 3dfx … SDKs: DirectX 8, NVidia, ATI, otros? White Papers de ATI, NVidia, Matrox, NEC, 3dfx … Mas adelante: PC? Que tarjeta gráfica? ‘Benchmarks’ (para los juegos mejor el edonkey ;)?. Mas adelante: PC? Que tarjeta gráfica? ‘Benchmarks’ (para los juegos mejor el edonkey ;)?.
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Planificación ?
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