UW-Madison ME 964 - The GPGPU Creation Story (40 pages)

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The GPGPU Creation Story



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The GPGPU Creation Story

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Pages:
40
School:
University of Wisconsin, Madison
Course:
Me 964 - High Performance Computing for Engineering Applications
High Performance Computing for Engineering Applications Documents

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The GPGPU Creation Story Mikola Lysenko University of Wisconsin Madison Dept of Mechanical Engineering Spatial Automation Lab Overview Going to cover major historical developments in roughly chronological order Time period 1970 present Focus on History Key technologies Market forces Really a story about PC games The Early Graphics Displays Vector graphics 1960s Based on the oscilloscope Consist of electron gun phosphor display Examples SketchPad Asteroids Pong DutchTronix 2007 Problems with Vector Displays No color Though you can put a filter over part of the screen Limited number of objects Crude images Will always look like lines Atari Inc 1979 Raster Displays Represent an image with a framebuffer A 2D array of pixels Requires a RAMDAC Random Access Memory Digital to Analog Converter Translates the framebuffer into a video signal Can be used to display any image in theory Early Raster Games Sprite based rendering late 1980s early 1990s Blit rectangular subregions quickly to animate objects Later games added scrolling backgrounds Examples Duke Nukem Commander Keen Apogee 1991 id Software 1990 Ray Casting Games Enabled by raster displays and faster CPUs Render a column of pixels per ray Examples Wolfenstein 1992 Doom 1995 id Software 1992 id Software 1993 Problems with Ray Casting 3D is an illusion Enemies objects are sprites World is limited to 2D geometry Though Doom had height Apogee 1994 Polygons Pioneered by SGI 1980s Basic idea is to represent 3D objects by a collection of polygons on their boundary Made famous in games by Quake 1996 Basis for all modern 3D graphics id Software 1996 Polygon Rasterization 1 Trace edges of polygon into 2 buffers LEFT RIGHT LEFT RIGHT Polygon Rasterization cont 2 Traverse LEFT RIGHT scan lines in frame buffer LEFT RIGHT Polygon Rasterization final Fill in the scan lines That s it Problems We need to draw a lot of polygons to get a good approximation of a 3D scene Drawing polygons is expensive Quake was able to get around this



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