SlideShare una empresa de Scribd logo
1 de 21
San Jose, CA |  September 30, 2009 ,[object Object]
Agenda ,[object Object],[object Object],[object Object],[object Object]
San Jose, CA |  September 30, 2009 ,[object Object]
Revolution through Evolution ,[object Object],[object Object],[object Object],[object Object],[object Object]
OpenGL 3.X Tactics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
OpenGL-related Ecosystem Advanced  Visual Computing WebGL Leading-edge, cross platform Graphics Graphics on  mobile and embedded devices General purpose parallel programming JavaScript Bindings to OpenGL ES 2.0 Roadmap Convergence -  portable 3D content on most any platform HTML 5 3D Content in any web browser – with no plug-in CUDA OpenCL
OpenGL 3.2 at Siggraph 2009 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Accelerating Innovation ,[object Object],[object Object],[object Object],[object Object],[object Object],DirectX 10.1 2004 2006 2008 OpenGL 2.0 OpenGL 2.1 OpenGL 3.0 OpenGL 3.1 2009 OpenGL 3.2 DirectX 9.0c DirectX 10.0 DirectX 11 2010 2005 2007
OpenGL 3 Evolution  ,[object Object],Establish New mechanisms to enable OpenGL to respond to diverse market needs Deprecated feature list to prepare for API streamlining OpenCL interop Remove deprecated functionality to streamline the API ARB_compatibility extension for backwards compatibility Profiles define streamlined and backwards-compatible API functionality Extensions expose very latest GPU functionality Increased DX portability Increasing Functionality OpenGL 3.0 OpenGL 3.1 OpenGL 3.2 August 2008 March 2009 August 2009
OpenGL 3 Modern Buffer-centric Processing Model Vertex Array Buffer Object (VAO) Transform Feedback Buffer Uniform Buffer Object (UBO) Pixel Unpack Buffer Pixel Pack Buffer Texture Buffer Object (TexBO) Vertex Puller Vertex Shading Geometry Shading Fragment Shading Texturing Array Element Buffer Pixel Pipeline vertex data texel data pixel data parameter data glBegin, glDrawElements, etc. glDrawPixels, glTexImage2D, etc. glReadPixels, etc. Framebuffer
Roadmap Discussion Items ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
San Jose, CA |  September 30, 2009 ,[object Object]
Shader Model 5 ,[object Object],[object Object],[object Object],[object Object]
SM5 – Performance Features ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
SM5 – Programmability Enhancements ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
SM5 – Enhanced Memory Access ,[object Object],[object Object],[object Object],[object Object],[object Object]
SM5 - Tessellation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
New SM5 pipeline Vertex Array Buffer Object (VAO) Transform Feedback Buffers Uniform Buffer Object (UBO) Pixel Unpack Buffer Pixel Pack Buffer Texture Buffer Object (TexBO) Vertex Puller Vertex Shading Geometry Shading Fragment Shading Texturing and image load/store Array Element Buffer Pixel Pipeline vertex data texel data pixel data parameter data glBegin, glDrawElements, etc. glDrawPixels, glTexImage2D, etc. glReadPixels, etc. Framebuffer Tessellation
Questions?
More detail – vertex and tessellation Vertex Shader Current values Associated data Primitive Assembly Prim. Draw Mode state Primitive data (point, line, triangle, patch) Rasterpos (clip, project) Lighting Xform Texgen Vertex position (clip coords) patch Vertex position Primitive data (point, line, triangle, patch) Tessellation control shader Primitive Assembly Per patch data Vertices Tessellation Evaluation Shader Tessellation Primitive Generator patch Tess levels Tess parameters Primitive data bypass (u,v,w) Primitive Assembly connectivity vertices Primitive data (vertex pos, colors, other assoc. data) Primitive data bypass Core Profile Compatibility New SM5
More detail – geometry and follow-on Color Clamping Geometry shader Primitive Assembly Primitive mode Vertex position Other assoc. data Colors Vertex position (clip coords) Other assoc. data Colors Flat shading Clipping, including color and associated data Perspective Divide Viewport transform Clip coords Final color processing Other assoc. data Front / Back Face selection Colors Normalized Coords Window Coords User clip planes Bypass to stream 0 Transform feedback Stream 3 Stream 2 Stream 1 Stream 0 Primitive data (vertex pos, colors, other assoc. data) Buffer object Binding points Stream 0 To Rasterization Core Profile Compatibility New SM5

Más contenido relacionado

La actualidad más candente

Arc: An IR for Batch and Stream Programming
Arc: An IR for Batch and Stream ProgrammingArc: An IR for Batch and Stream Programming
Arc: An IR for Batch and Stream ProgrammingLars Kroll
 
KARNAUGH MAP using OpenGL (KMAP)
KARNAUGH MAP using OpenGL (KMAP)KARNAUGH MAP using OpenGL (KMAP)
KARNAUGH MAP using OpenGL (KMAP)Sagar Uday Kumar
 
Integrative Parallel Programming in HPC
Integrative Parallel Programming in HPCIntegrative Parallel Programming in HPC
Integrative Parallel Programming in HPCVictor Eijkhout
 
Analisa Expression pada after effect menggungakan bahasa script
Analisa  Expression pada after effect menggungakan bahasa scriptAnalisa  Expression pada after effect menggungakan bahasa script
Analisa Expression pada after effect menggungakan bahasa scriptVamelAfganisme Quartz
 
Karnaugh map or K-map method
Karnaugh map or K-map methodKarnaugh map or K-map method
Karnaugh map or K-map methodAbdullah Moin
 
Kineograph: Taking the Pulse of a Fast-Changing and Connected World
Kineograph: Taking the Pulse of a Fast-Changing and Connected WorldKineograph: Taking the Pulse of a Fast-Changing and Connected World
Kineograph: Taking the Pulse of a Fast-Changing and Connected WorldQian Lin
 
(slides 4) Visual Computing: Geometry, Graphics, and Vision
(slides 4) Visual Computing: Geometry, Graphics, and Vision(slides 4) Visual Computing: Geometry, Graphics, and Vision
(slides 4) Visual Computing: Geometry, Graphics, and VisionFrank Nielsen
 
Halide - 1
Halide - 1Halide - 1
Halide - 1Kobe Yu
 
Introduction of openGL
Introduction  of openGLIntroduction  of openGL
Introduction of openGLGary Yeh
 
Graph R-CNN for Scene Graph Generation
Graph R-CNN for Scene Graph GenerationGraph R-CNN for Scene Graph Generation
Graph R-CNN for Scene Graph GenerationSangmin Woo
 
Chapter02 graphics-programming
Chapter02 graphics-programmingChapter02 graphics-programming
Chapter02 graphics-programmingMohammed Romi
 
Simulating Large-scale Aggregate MASs with Alchemist and Scala
Simulating Large-scale Aggregate MASs with Alchemist and ScalaSimulating Large-scale Aggregate MASs with Alchemist and Scala
Simulating Large-scale Aggregate MASs with Alchemist and ScalaDanilo Pianini
 
Extracting a Rails Engine to a separated application
Extracting a Rails Engine to a separated applicationExtracting a Rails Engine to a separated application
Extracting a Rails Engine to a separated applicationJônatas Paganini
 
Graphics programming in open gl
Graphics programming in open glGraphics programming in open gl
Graphics programming in open glArvind Devaraj
 
Hardware Shaders
Hardware ShadersHardware Shaders
Hardware Shadersgueste52f1b
 
Pantheon Demo
Pantheon DemoPantheon Demo
Pantheon DemoZac Ayers
 

La actualidad más candente (20)

Arc: An IR for Batch and Stream Programming
Arc: An IR for Batch and Stream ProgrammingArc: An IR for Batch and Stream Programming
Arc: An IR for Batch and Stream Programming
 
Deep Learning for Computer Vision: Segmentation (UPC 2016)
Deep Learning for Computer Vision: Segmentation (UPC 2016)Deep Learning for Computer Vision: Segmentation (UPC 2016)
Deep Learning for Computer Vision: Segmentation (UPC 2016)
 
KARNAUGH MAP using OpenGL (KMAP)
KARNAUGH MAP using OpenGL (KMAP)KARNAUGH MAP using OpenGL (KMAP)
KARNAUGH MAP using OpenGL (KMAP)
 
Integrative Parallel Programming in HPC
Integrative Parallel Programming in HPCIntegrative Parallel Programming in HPC
Integrative Parallel Programming in HPC
 
Opengl basics
Opengl basicsOpengl basics
Opengl basics
 
Analisa Expression pada after effect menggungakan bahasa script
Analisa  Expression pada after effect menggungakan bahasa scriptAnalisa  Expression pada after effect menggungakan bahasa script
Analisa Expression pada after effect menggungakan bahasa script
 
Karnaugh map or K-map method
Karnaugh map or K-map methodKarnaugh map or K-map method
Karnaugh map or K-map method
 
AUTODESK 2017
AUTODESK 2017 AUTODESK 2017
AUTODESK 2017
 
Kineograph: Taking the Pulse of a Fast-Changing and Connected World
Kineograph: Taking the Pulse of a Fast-Changing and Connected WorldKineograph: Taking the Pulse of a Fast-Changing and Connected World
Kineograph: Taking the Pulse of a Fast-Changing and Connected World
 
(slides 4) Visual Computing: Geometry, Graphics, and Vision
(slides 4) Visual Computing: Geometry, Graphics, and Vision(slides 4) Visual Computing: Geometry, Graphics, and Vision
(slides 4) Visual Computing: Geometry, Graphics, and Vision
 
Halide - 1
Halide - 1Halide - 1
Halide - 1
 
Introduction of openGL
Introduction  of openGLIntroduction  of openGL
Introduction of openGL
 
Graph R-CNN for Scene Graph Generation
Graph R-CNN for Scene Graph GenerationGraph R-CNN for Scene Graph Generation
Graph R-CNN for Scene Graph Generation
 
Chapter02 graphics-programming
Chapter02 graphics-programmingChapter02 graphics-programming
Chapter02 graphics-programming
 
Simulating Large-scale Aggregate MASs with Alchemist and Scala
Simulating Large-scale Aggregate MASs with Alchemist and ScalaSimulating Large-scale Aggregate MASs with Alchemist and Scala
Simulating Large-scale Aggregate MASs with Alchemist and Scala
 
Extracting a Rails Engine to a separated application
Extracting a Rails Engine to a separated applicationExtracting a Rails Engine to a separated application
Extracting a Rails Engine to a separated application
 
Graphics programming in open gl
Graphics programming in open glGraphics programming in open gl
Graphics programming in open gl
 
Hardware Shaders
Hardware ShadersHardware Shaders
Hardware Shaders
 
Open gl
Open glOpen gl
Open gl
 
Pantheon Demo
Pantheon DemoPantheon Demo
Pantheon Demo
 

Destacado

Ccv shadow volumes_supporting_slides
Ccv shadow volumes_supporting_slidesCcv shadow volumes_supporting_slides
Ccv shadow volumes_supporting_slidesMark Kilgard
 
Robust Stenciled Shadow Volumes
Robust Stenciled Shadow VolumesRobust Stenciled Shadow Volumes
Robust Stenciled Shadow VolumesMark Kilgard
 
Anatomy of a Texture Fetch
Anatomy of a Texture FetchAnatomy of a Texture Fetch
Anatomy of a Texture FetchMark Kilgard
 
Shadow Mapping with Today's OpenGL Hardware
Shadow Mapping with Today's OpenGL HardwareShadow Mapping with Today's OpenGL Hardware
Shadow Mapping with Today's OpenGL HardwareMark Kilgard
 
GTC 2012: GPU-Accelerated Path Rendering
GTC 2012: GPU-Accelerated Path RenderingGTC 2012: GPU-Accelerated Path Rendering
GTC 2012: GPU-Accelerated Path Rendering Mark Kilgard
 
CS 354 Project 1 Discussion
CS 354 Project 1 DiscussionCS 354 Project 1 Discussion
CS 354 Project 1 DiscussionMark Kilgard
 
CS 354 Introduction
CS 354 IntroductionCS 354 Introduction
CS 354 IntroductionMark Kilgard
 
GTC 2012: NVIDIA OpenGL in 2012
GTC 2012: NVIDIA OpenGL in 2012GTC 2012: NVIDIA OpenGL in 2012
GTC 2012: NVIDIA OpenGL in 2012Mark Kilgard
 
CS 354 Viewing Stuff
CS 354 Viewing StuffCS 354 Viewing Stuff
CS 354 Viewing StuffMark Kilgard
 
OpenGL 3.2 and More
OpenGL 3.2 and MoreOpenGL 3.2 and More
OpenGL 3.2 and MoreMark Kilgard
 
Real-time Shadowing Techniques: Shadow Volumes
Real-time Shadowing Techniques: Shadow VolumesReal-time Shadowing Techniques: Shadow Volumes
Real-time Shadowing Techniques: Shadow VolumesMark Kilgard
 
NVIDIA OpenGL in 2016
NVIDIA OpenGL in 2016NVIDIA OpenGL in 2016
NVIDIA OpenGL in 2016Mark Kilgard
 

Destacado (12)

Ccv shadow volumes_supporting_slides
Ccv shadow volumes_supporting_slidesCcv shadow volumes_supporting_slides
Ccv shadow volumes_supporting_slides
 
Robust Stenciled Shadow Volumes
Robust Stenciled Shadow VolumesRobust Stenciled Shadow Volumes
Robust Stenciled Shadow Volumes
 
Anatomy of a Texture Fetch
Anatomy of a Texture FetchAnatomy of a Texture Fetch
Anatomy of a Texture Fetch
 
Shadow Mapping with Today's OpenGL Hardware
Shadow Mapping with Today's OpenGL HardwareShadow Mapping with Today's OpenGL Hardware
Shadow Mapping with Today's OpenGL Hardware
 
GTC 2012: GPU-Accelerated Path Rendering
GTC 2012: GPU-Accelerated Path RenderingGTC 2012: GPU-Accelerated Path Rendering
GTC 2012: GPU-Accelerated Path Rendering
 
CS 354 Project 1 Discussion
CS 354 Project 1 DiscussionCS 354 Project 1 Discussion
CS 354 Project 1 Discussion
 
CS 354 Introduction
CS 354 IntroductionCS 354 Introduction
CS 354 Introduction
 
GTC 2012: NVIDIA OpenGL in 2012
GTC 2012: NVIDIA OpenGL in 2012GTC 2012: NVIDIA OpenGL in 2012
GTC 2012: NVIDIA OpenGL in 2012
 
CS 354 Viewing Stuff
CS 354 Viewing StuffCS 354 Viewing Stuff
CS 354 Viewing Stuff
 
OpenGL 3.2 and More
OpenGL 3.2 and MoreOpenGL 3.2 and More
OpenGL 3.2 and More
 
Real-time Shadowing Techniques: Shadow Volumes
Real-time Shadowing Techniques: Shadow VolumesReal-time Shadowing Techniques: Shadow Volumes
Real-time Shadowing Techniques: Shadow Volumes
 
NVIDIA OpenGL in 2016
NVIDIA OpenGL in 2016NVIDIA OpenGL in 2016
NVIDIA OpenGL in 2016
 

Similar a GTC 2009 OpenGL Barthold

Advanced Graphics Workshop - GFX2011
Advanced Graphics Workshop - GFX2011Advanced Graphics Workshop - GFX2011
Advanced Graphics Workshop - GFX2011Prabindh Sundareson
 
NVIDIA's OpenGL Functionality
NVIDIA's OpenGL FunctionalityNVIDIA's OpenGL Functionality
NVIDIA's OpenGL FunctionalityMark Kilgard
 
OpenGL ES based UI Development on TI Platforms
OpenGL ES based UI Development on TI PlatformsOpenGL ES based UI Development on TI Platforms
OpenGL ES based UI Development on TI PlatformsPrabindh Sundareson
 
OpenGL Shading Language
OpenGL Shading LanguageOpenGL Shading Language
OpenGL Shading LanguageJungsoo Nam
 
Minko - Targeting Flash/Stage3D with C++ and GLSL
Minko - Targeting Flash/Stage3D with C++ and GLSLMinko - Targeting Flash/Stage3D with C++ and GLSL
Minko - Targeting Flash/Stage3D with C++ and GLSLMinko3D
 
Commandlistsiggraphasia2014 141204005310-conversion-gate02
Commandlistsiggraphasia2014 141204005310-conversion-gate02Commandlistsiggraphasia2014 141204005310-conversion-gate02
Commandlistsiggraphasia2014 141204005310-conversion-gate02RubnCuesta2
 
NVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and TransparencyNVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and TransparencyMark Kilgard
 
OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead
OpenGL NVIDIA Command-List: Approaching Zero Driver OverheadOpenGL NVIDIA Command-List: Approaching Zero Driver Overhead
OpenGL NVIDIA Command-List: Approaching Zero Driver OverheadTristan Lorach
 
Minko - Flash Conference #5
Minko - Flash Conference #5Minko - Flash Conference #5
Minko - Flash Conference #5Minko3D
 
Sig13 ce future_gfx
Sig13 ce future_gfxSig13 ce future_gfx
Sig13 ce future_gfxCass Everitt
 
CAD STANDARDS - SMART MANUFACTURING MECH
CAD STANDARDS - SMART MANUFACTURING MECHCAD STANDARDS - SMART MANUFACTURING MECH
CAD STANDARDS - SMART MANUFACTURING MECHRAJESHS631800
 
XLcloud 3-d remote rendering
XLcloud 3-d remote renderingXLcloud 3-d remote rendering
XLcloud 3-d remote renderingMarius Preda PhD
 
CS 354 Programmable Shading
CS 354 Programmable ShadingCS 354 Programmable Shading
CS 354 Programmable ShadingMark Kilgard
 
OTOY Presentation - 2016 NVIDIA GPU Technology Conference - April 5 2016
OTOY Presentation - 2016 NVIDIA GPU Technology Conference - April 5 2016 OTOY Presentation - 2016 NVIDIA GPU Technology Conference - April 5 2016
OTOY Presentation - 2016 NVIDIA GPU Technology Conference - April 5 2016 otoyinc
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteElectronic Arts / DICE
 
SiriusCon 2015 - Breathe Life into Your Designer!
SiriusCon 2015 - Breathe Life into Your Designer!SiriusCon 2015 - Breathe Life into Your Designer!
SiriusCon 2015 - Breathe Life into Your Designer!melbats
 
SIGGRAPH 2012: NVIDIA OpenGL for 2012
SIGGRAPH 2012: NVIDIA OpenGL for 2012SIGGRAPH 2012: NVIDIA OpenGL for 2012
SIGGRAPH 2012: NVIDIA OpenGL for 2012Mark Kilgard
 
What you need to know about .NET Core 3.0 and beyond
What you need to know about .NET Core 3.0 and beyondWhat you need to know about .NET Core 3.0 and beyond
What you need to know about .NET Core 3.0 and beyondJon Galloway
 

Similar a GTC 2009 OpenGL Barthold (20)

OpenGL 4 for 2010
OpenGL 4 for 2010OpenGL 4 for 2010
OpenGL 4 for 2010
 
Advanced Graphics Workshop - GFX2011
Advanced Graphics Workshop - GFX2011Advanced Graphics Workshop - GFX2011
Advanced Graphics Workshop - GFX2011
 
NVIDIA's OpenGL Functionality
NVIDIA's OpenGL FunctionalityNVIDIA's OpenGL Functionality
NVIDIA's OpenGL Functionality
 
OpenGL ES based UI Development on TI Platforms
OpenGL ES based UI Development on TI PlatformsOpenGL ES based UI Development on TI Platforms
OpenGL ES based UI Development on TI Platforms
 
OpenGL Shading Language
OpenGL Shading LanguageOpenGL Shading Language
OpenGL Shading Language
 
Minko - Targeting Flash/Stage3D with C++ and GLSL
Minko - Targeting Flash/Stage3D with C++ and GLSLMinko - Targeting Flash/Stage3D with C++ and GLSL
Minko - Targeting Flash/Stage3D with C++ and GLSL
 
Commandlistsiggraphasia2014 141204005310-conversion-gate02
Commandlistsiggraphasia2014 141204005310-conversion-gate02Commandlistsiggraphasia2014 141204005310-conversion-gate02
Commandlistsiggraphasia2014 141204005310-conversion-gate02
 
NVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and TransparencyNVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and Transparency
 
OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead
OpenGL NVIDIA Command-List: Approaching Zero Driver OverheadOpenGL NVIDIA Command-List: Approaching Zero Driver Overhead
OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead
 
Minko - Flash Conference #5
Minko - Flash Conference #5Minko - Flash Conference #5
Minko - Flash Conference #5
 
Sig13 ce future_gfx
Sig13 ce future_gfxSig13 ce future_gfx
Sig13 ce future_gfx
 
CAD STANDARDS - SMART MANUFACTURING MECH
CAD STANDARDS - SMART MANUFACTURING MECHCAD STANDARDS - SMART MANUFACTURING MECH
CAD STANDARDS - SMART MANUFACTURING MECH
 
XLcloud 3-d remote rendering
XLcloud 3-d remote renderingXLcloud 3-d remote rendering
XLcloud 3-d remote rendering
 
CS 354 Programmable Shading
CS 354 Programmable ShadingCS 354 Programmable Shading
CS 354 Programmable Shading
 
Data structures graphics library in computer graphics.
Data structures  graphics library in computer graphics.Data structures  graphics library in computer graphics.
Data structures graphics library in computer graphics.
 
OTOY Presentation - 2016 NVIDIA GPU Technology Conference - April 5 2016
OTOY Presentation - 2016 NVIDIA GPU Technology Conference - April 5 2016 OTOY Presentation - 2016 NVIDIA GPU Technology Conference - April 5 2016
OTOY Presentation - 2016 NVIDIA GPU Technology Conference - April 5 2016
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
 
SiriusCon 2015 - Breathe Life into Your Designer!
SiriusCon 2015 - Breathe Life into Your Designer!SiriusCon 2015 - Breathe Life into Your Designer!
SiriusCon 2015 - Breathe Life into Your Designer!
 
SIGGRAPH 2012: NVIDIA OpenGL for 2012
SIGGRAPH 2012: NVIDIA OpenGL for 2012SIGGRAPH 2012: NVIDIA OpenGL for 2012
SIGGRAPH 2012: NVIDIA OpenGL for 2012
 
What you need to know about .NET Core 3.0 and beyond
What you need to know about .NET Core 3.0 and beyondWhat you need to know about .NET Core 3.0 and beyond
What you need to know about .NET Core 3.0 and beyond
 

Más de Mark Kilgard

D11: a high-performance, protocol-optional, transport-optional, window system...
D11: a high-performance, protocol-optional, transport-optional, window system...D11: a high-performance, protocol-optional, transport-optional, window system...
D11: a high-performance, protocol-optional, transport-optional, window system...Mark Kilgard
 
Computers, Graphics, Engineering, Math, and Video Games for High School Students
Computers, Graphics, Engineering, Math, and Video Games for High School StudentsComputers, Graphics, Engineering, Math, and Video Games for High School Students
Computers, Graphics, Engineering, Math, and Video Games for High School StudentsMark Kilgard
 
NVIDIA OpenGL and Vulkan Support for 2017
NVIDIA OpenGL and Vulkan Support for 2017NVIDIA OpenGL and Vulkan Support for 2017
NVIDIA OpenGL and Vulkan Support for 2017Mark Kilgard
 
NVIDIA OpenGL 4.6 in 2017
NVIDIA OpenGL 4.6 in 2017NVIDIA OpenGL 4.6 in 2017
NVIDIA OpenGL 4.6 in 2017Mark Kilgard
 
Virtual Reality Features of NVIDIA GPUs
Virtual Reality Features of NVIDIA GPUsVirtual Reality Features of NVIDIA GPUs
Virtual Reality Features of NVIDIA GPUsMark Kilgard
 
Migrating from OpenGL to Vulkan
Migrating from OpenGL to VulkanMigrating from OpenGL to Vulkan
Migrating from OpenGL to VulkanMark Kilgard
 
EXT_window_rectangles
EXT_window_rectanglesEXT_window_rectangles
EXT_window_rectanglesMark Kilgard
 
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Mark Kilgard
 
Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline
Accelerating Vector Graphics Rendering using the Graphics Hardware PipelineAccelerating Vector Graphics Rendering using the Graphics Hardware Pipeline
Accelerating Vector Graphics Rendering using the Graphics Hardware PipelineMark Kilgard
 
NV_path rendering Functional Improvements
NV_path rendering Functional ImprovementsNV_path rendering Functional Improvements
NV_path rendering Functional ImprovementsMark Kilgard
 
OpenGL 4.5 Update for NVIDIA GPUs
OpenGL 4.5 Update for NVIDIA GPUsOpenGL 4.5 Update for NVIDIA GPUs
OpenGL 4.5 Update for NVIDIA GPUsMark Kilgard
 
SIGGRAPH Asia 2012: GPU-accelerated Path Rendering
SIGGRAPH Asia 2012: GPU-accelerated Path RenderingSIGGRAPH Asia 2012: GPU-accelerated Path Rendering
SIGGRAPH Asia 2012: GPU-accelerated Path RenderingMark Kilgard
 
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondSIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondMark Kilgard
 
Programming with NV_path_rendering: An Annex to the SIGGRAPH Asia 2012 paper...
Programming with NV_path_rendering:  An Annex to the SIGGRAPH Asia 2012 paper...Programming with NV_path_rendering:  An Annex to the SIGGRAPH Asia 2012 paper...
Programming with NV_path_rendering: An Annex to the SIGGRAPH Asia 2012 paper...Mark Kilgard
 
GPU accelerated path rendering fastforward
GPU accelerated path rendering fastforwardGPU accelerated path rendering fastforward
GPU accelerated path rendering fastforwardMark Kilgard
 
GPU-accelerated Path Rendering
GPU-accelerated Path RenderingGPU-accelerated Path Rendering
GPU-accelerated Path RenderingMark Kilgard
 
SIGGRAPH 2012: GPU-Accelerated 2D and Web Rendering
SIGGRAPH 2012: GPU-Accelerated 2D and Web RenderingSIGGRAPH 2012: GPU-Accelerated 2D and Web Rendering
SIGGRAPH 2012: GPU-Accelerated 2D and Web RenderingMark Kilgard
 
CS 354 Final Exam Review
CS 354 Final Exam ReviewCS 354 Final Exam Review
CS 354 Final Exam ReviewMark Kilgard
 
CS 354 Surfaces, Programmable Tessellation, and NPR Graphics
CS 354 Surfaces, Programmable Tessellation, and NPR GraphicsCS 354 Surfaces, Programmable Tessellation, and NPR Graphics
CS 354 Surfaces, Programmable Tessellation, and NPR GraphicsMark Kilgard
 

Más de Mark Kilgard (20)

D11: a high-performance, protocol-optional, transport-optional, window system...
D11: a high-performance, protocol-optional, transport-optional, window system...D11: a high-performance, protocol-optional, transport-optional, window system...
D11: a high-performance, protocol-optional, transport-optional, window system...
 
Computers, Graphics, Engineering, Math, and Video Games for High School Students
Computers, Graphics, Engineering, Math, and Video Games for High School StudentsComputers, Graphics, Engineering, Math, and Video Games for High School Students
Computers, Graphics, Engineering, Math, and Video Games for High School Students
 
NVIDIA OpenGL and Vulkan Support for 2017
NVIDIA OpenGL and Vulkan Support for 2017NVIDIA OpenGL and Vulkan Support for 2017
NVIDIA OpenGL and Vulkan Support for 2017
 
NVIDIA OpenGL 4.6 in 2017
NVIDIA OpenGL 4.6 in 2017NVIDIA OpenGL 4.6 in 2017
NVIDIA OpenGL 4.6 in 2017
 
Virtual Reality Features of NVIDIA GPUs
Virtual Reality Features of NVIDIA GPUsVirtual Reality Features of NVIDIA GPUs
Virtual Reality Features of NVIDIA GPUs
 
Migrating from OpenGL to Vulkan
Migrating from OpenGL to VulkanMigrating from OpenGL to Vulkan
Migrating from OpenGL to Vulkan
 
EXT_window_rectangles
EXT_window_rectanglesEXT_window_rectangles
EXT_window_rectangles
 
OpenGL for 2015
OpenGL for 2015OpenGL for 2015
OpenGL for 2015
 
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...
 
Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline
Accelerating Vector Graphics Rendering using the Graphics Hardware PipelineAccelerating Vector Graphics Rendering using the Graphics Hardware Pipeline
Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline
 
NV_path rendering Functional Improvements
NV_path rendering Functional ImprovementsNV_path rendering Functional Improvements
NV_path rendering Functional Improvements
 
OpenGL 4.5 Update for NVIDIA GPUs
OpenGL 4.5 Update for NVIDIA GPUsOpenGL 4.5 Update for NVIDIA GPUs
OpenGL 4.5 Update for NVIDIA GPUs
 
SIGGRAPH Asia 2012: GPU-accelerated Path Rendering
SIGGRAPH Asia 2012: GPU-accelerated Path RenderingSIGGRAPH Asia 2012: GPU-accelerated Path Rendering
SIGGRAPH Asia 2012: GPU-accelerated Path Rendering
 
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondSIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
 
Programming with NV_path_rendering: An Annex to the SIGGRAPH Asia 2012 paper...
Programming with NV_path_rendering:  An Annex to the SIGGRAPH Asia 2012 paper...Programming with NV_path_rendering:  An Annex to the SIGGRAPH Asia 2012 paper...
Programming with NV_path_rendering: An Annex to the SIGGRAPH Asia 2012 paper...
 
GPU accelerated path rendering fastforward
GPU accelerated path rendering fastforwardGPU accelerated path rendering fastforward
GPU accelerated path rendering fastforward
 
GPU-accelerated Path Rendering
GPU-accelerated Path RenderingGPU-accelerated Path Rendering
GPU-accelerated Path Rendering
 
SIGGRAPH 2012: GPU-Accelerated 2D and Web Rendering
SIGGRAPH 2012: GPU-Accelerated 2D and Web RenderingSIGGRAPH 2012: GPU-Accelerated 2D and Web Rendering
SIGGRAPH 2012: GPU-Accelerated 2D and Web Rendering
 
CS 354 Final Exam Review
CS 354 Final Exam ReviewCS 354 Final Exam Review
CS 354 Final Exam Review
 
CS 354 Surfaces, Programmable Tessellation, and NPR Graphics
CS 354 Surfaces, Programmable Tessellation, and NPR GraphicsCS 354 Surfaces, Programmable Tessellation, and NPR Graphics
CS 354 Surfaces, Programmable Tessellation, and NPR Graphics
 

Último

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsMark Billinghurst
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxMalak Abu Hammad
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdfhans926745
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsMaria Levchenko
 
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 3652toLead Limited
 
Key Features Of Token Development (1).pptx
Key  Features Of Token  Development (1).pptxKey  Features Of Token  Development (1).pptx
Key Features Of Token Development (1).pptxLBM Solutions
 
Enhancing Worker Digital Experience: A Hands-on Workshop for Partners
Enhancing Worker Digital Experience: A Hands-on Workshop for PartnersEnhancing Worker Digital Experience: A Hands-on Workshop for Partners
Enhancing Worker Digital Experience: A Hands-on Workshop for PartnersThousandEyes
 
Unblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesUnblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesSinan KOZAK
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)Gabriella Davis
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerThousandEyes
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationRadu Cotescu
 
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxFactors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxKatpro Technologies
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptxHampshireHUG
 
Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101Paola De la Torre
 
SIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge GraphSIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge GraphNeo4j
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking MenDelhi Call girls
 
Presentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreterPresentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreternaman860154
 
#StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
#StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024#StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
#StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024BookNet Canada
 
Understanding the Laravel MVC Architecture
Understanding the Laravel MVC ArchitectureUnderstanding the Laravel MVC Architecture
Understanding the Laravel MVC ArchitecturePixlogix Infotech
 
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024Rafal Los
 

Último (20)

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed texts
 
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
 
Key Features Of Token Development (1).pptx
Key  Features Of Token  Development (1).pptxKey  Features Of Token  Development (1).pptx
Key Features Of Token Development (1).pptx
 
Enhancing Worker Digital Experience: A Hands-on Workshop for Partners
Enhancing Worker Digital Experience: A Hands-on Workshop for PartnersEnhancing Worker Digital Experience: A Hands-on Workshop for Partners
Enhancing Worker Digital Experience: A Hands-on Workshop for Partners
 
Unblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesUnblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen Frames
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
 
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxFactors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
 
Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101
 
SIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge GraphSIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge Graph
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men
 
Presentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreterPresentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreter
 
#StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
#StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024#StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
#StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
 
Understanding the Laravel MVC Architecture
Understanding the Laravel MVC ArchitectureUnderstanding the Laravel MVC Architecture
Understanding the Laravel MVC Architecture
 
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024
 

GTC 2009 OpenGL Barthold

  • 1.
  • 2.
  • 3.
  • 4.
  • 5.
  • 6. OpenGL-related Ecosystem Advanced Visual Computing WebGL Leading-edge, cross platform Graphics Graphics on mobile and embedded devices General purpose parallel programming JavaScript Bindings to OpenGL ES 2.0 Roadmap Convergence - portable 3D content on most any platform HTML 5 3D Content in any web browser – with no plug-in CUDA OpenCL
  • 7.
  • 8.
  • 9.
  • 10. OpenGL 3 Modern Buffer-centric Processing Model Vertex Array Buffer Object (VAO) Transform Feedback Buffer Uniform Buffer Object (UBO) Pixel Unpack Buffer Pixel Pack Buffer Texture Buffer Object (TexBO) Vertex Puller Vertex Shading Geometry Shading Fragment Shading Texturing Array Element Buffer Pixel Pipeline vertex data texel data pixel data parameter data glBegin, glDrawElements, etc. glDrawPixels, glTexImage2D, etc. glReadPixels, etc. Framebuffer
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. New SM5 pipeline Vertex Array Buffer Object (VAO) Transform Feedback Buffers Uniform Buffer Object (UBO) Pixel Unpack Buffer Pixel Pack Buffer Texture Buffer Object (TexBO) Vertex Puller Vertex Shading Geometry Shading Fragment Shading Texturing and image load/store Array Element Buffer Pixel Pipeline vertex data texel data pixel data parameter data glBegin, glDrawElements, etc. glDrawPixels, glTexImage2D, etc. glReadPixels, etc. Framebuffer Tessellation
  • 20. More detail – vertex and tessellation Vertex Shader Current values Associated data Primitive Assembly Prim. Draw Mode state Primitive data (point, line, triangle, patch) Rasterpos (clip, project) Lighting Xform Texgen Vertex position (clip coords) patch Vertex position Primitive data (point, line, triangle, patch) Tessellation control shader Primitive Assembly Per patch data Vertices Tessellation Evaluation Shader Tessellation Primitive Generator patch Tess levels Tess parameters Primitive data bypass (u,v,w) Primitive Assembly connectivity vertices Primitive data (vertex pos, colors, other assoc. data) Primitive data bypass Core Profile Compatibility New SM5
  • 21. More detail – geometry and follow-on Color Clamping Geometry shader Primitive Assembly Primitive mode Vertex position Other assoc. data Colors Vertex position (clip coords) Other assoc. data Colors Flat shading Clipping, including color and associated data Perspective Divide Viewport transform Clip coords Final color processing Other assoc. data Front / Back Face selection Colors Normalized Coords Window Coords User clip planes Bypass to stream 0 Transform feedback Stream 3 Stream 2 Stream 1 Stream 0 Primitive data (vertex pos, colors, other assoc. data) Buffer object Binding points Stream 0 To Rasterization Core Profile Compatibility New SM5