Questions tagged [gpu]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
1
vote
0answers
95 views

Efficient operations on polyhedra

I currently perform several operations on polyhedra with cgal. These operations include Union of two or more polyhedra Difference of two or more polyhedra Intersection of two or more polyhedra ...
5
votes
2answers
406 views

How did the hard, accurate shadows, work in early 3d (2000 - 2004) games?

I've been hunting around the internet for a while now, and I can't find anything about the specific shadow technique that I'm looking for. I can only recall one game in particular that used it, and I ...
1
vote
1answer
1k views

How many GPUs can you simultaneously output from using a single PC?

I'm aware that it's technically possible to connect a large number of GPUs to a PC for mining purposes https://www.pcgamer.com/asus-has-a-motherboard-that-supports-up-to-19-gpus/, but how many of ...
-5
votes
1answer
133 views

"How does the Shadow of The Colossus's™ proprietary (Sony's) engine perform its seamless long distance rendering?"

"How does the Shadow of The Colossus™ engine perform its seamless long distance rendering?"
3
votes
0answers
312 views

Is Nvidia's delta color compression supported in CUDA, or with DirectX UAVs?

Nvidia discusses their lossless delta color compression is on its fourth generation in Pascal, and that it transparently saves bandwidth behind the scenes for rendering workloads. AMD has a similar ...
5
votes
1answer
606 views

Why sending data from gpu to cpu is slower than cpu to gpu?

Why sending data from gpu to cpu is slower than cpu to gpu? I heard the relation is similar to network situation, in detail, the upload is slower than download. However, I could not understand the ...
3
votes
1answer
150 views

What mechanisms are being used by Directx12 and Vulkan APIs in order to communicate with graphic card drivers internally?

I am trying and learning to develop a low level graphics API. I want to know, how do modern graphics APIs manage to communicate with graphic card drivers (to tackle GPU) so efficiently and in an ...
9
votes
2answers
720 views

The most performant way to organize vertex data on modern GPUs

Say I have a model made up of vertices, each with position, normal, tangent, and ...
4
votes
1answer
625 views

Clipping for perspective projection

In the following two graphs, the red lines are borders of the perspective-projection frustum, the blue lines are to be rasterized, the green lines are perspective-projection lines, which are wrong. ...
0
votes
1answer
202 views

Process of compute shader in OpenGL

I'am curious about compute shader in OpenGL. Let's assume the number of points (vec4) is 900 and the work group size(= the number of work items) is 256 Then, We would have four work groups because ...
0
votes
0answers
1k views

YUV (NV12) Chroma subsampling while converting from RGB image

I convert RGB input to YUV 420 semi-planar output using compute shader.Luma plane is straightforward as it maps 1:1 with RGB dimensions. As we know, NV12 packs Cb and Cr into one plane, which means ...
0
votes
1answer
365 views

Should I prefer an AMD or Nvidia GPU for studying graphics programming, especially with respect to vendor specific debugging tools and ecosystem?

My current laptop has a fairly old Intel integrated GPU which was good enough for following simple tutorials. I am now keen on getting to grips with advanced techniques and newer APIs, and so I am ...
5
votes
1answer
2k views

The mathematics of two dimensional interpolation on a quad

I am trying to wrap my head around how exactly the GPU interpolates texture coords on a quad. I realize to the GPU a quad is two triangles but I find thinking in terms of the whole quad to be easiest. ...
2
votes
1answer
119 views

Handling GPU resource management

I recently finished the base implementation of a DX12 rederer and I started to think in ways of improving the performance. I think that one problem that my implementation has, is memory fragmentation, ...
6
votes
1answer
3k views

What is the difference in overlay and framebuffer?

I have been trying to understand display and graphics. I feel that it's hard to make a logical image of the terms. I understand this: Frame buffer is a dedicated memory that has the image/video/...
3
votes
0answers
193 views

What aspects of GPU architecture are computer graphics programmers expected to be intimately familiar with? [closed]

I am an aspiring CG programmer and would like to know what some of the more nuanced aspects of computer architecture are. I have already taken several introductory arch courses where we've covered ...
4
votes
2answers
451 views

Can a scene graph be stored in the GPU?

I am starting to learn WebGL. Can a scene graph be stored in the GPU? Or is that type of thing more for the main thread (or webworker)? For example, I want to calculate some layout, and apply it as a ...
2
votes
1answer
503 views

Can I use QueryPerformanceCounter to measure single draw or compute call performance?

I know I can use QueryPerformanceCounter for measure time for whole single frame. But can I when it comes to OpenGL draw or compute call? I always assumed that, as ...
1
vote
1answer
282 views

Is it Possible to send data directly to the GPU via a custom hardware interface?

Is it possible to directly bypass the CPU while transferring data to the GPU? could there be hardware which gives the GPU direct memory access to a data stream for real-time GPU processing and ...
5
votes
1answer
2k views

Do GPU performance improve when rendering at native or half resolution, compared to fixed scaling?

This might be an odd question, but I was wondering if you could improve GPU performance with games, comparatively, when using doubles/halves of the native resolution, instead of an odd ratio of that. ...
4
votes
1answer
784 views

What is the difference and/or relationship between the OpenGL SDK and the OpenGL GPU driver?

I'm brand new to OpenGL and graphics programming in general, and I'm trying to figure out what software I need to program a GPU. I saw an NVidia OpenGL driver, and I've also seen reference to the ...
14
votes
1answer
3k views

Why do GPUs still have rasterizers?

Despite advancements modern GPUs still have fixed rasterizers. Highly customizable, with programmable shaders but nevertheless not fully programmable. Why is that? Why can't GPUs be simply massively ...
5
votes
1answer
394 views

Where is the best place for Tangent-bitangent calculation, in shader or in C/CPP code?

I have two methods of calculating tangent and cotengent (needed for normalMap lighting calculation). The one is doing it from CPP code (with assimp library for example) The second is doing it ...
0
votes
0answers
83 views

Image cleaning - removing all regular shapes ( circles, squares, text, icons etc. )

I'd like an automatic method to clean images. I've been looking at the GIMP, and its command line (cli) interface, in scheme / lisp. It looks very promising, but I'm a complete novice, so I'd be ...
3
votes
0answers
85 views

What is a good algorithm, and framework, to calculate centres of gravity or mass (cog)?

I'd like to take an photograph, subdivide it into a tesselation, either of squares, or (ideally), hexagons, and then find the centre of gravity (or, if you prefer, centre of mass) of each cell of the ...
0
votes
1answer
501 views

Distributed parallel rendering in Gaming or VR rendering

VR rendering needs a lot of GPU power. VR SLI can help that. But, is it possible for us to use distributed parallel rendering technology to improve the performance dramatically? There is an open ...
10
votes
1answer
240 views

Why did AMD's putting an SSD on a GPU board reduce latency so much?

AMD have recently been in the news with an interesting Radeon Pro board with a couple of M2 SSDs on it. As some of the more detailed stories (here or here, for example) note, the benefits may ...
7
votes
1answer
216 views

What modern real-time rendering applications still use fragment shader depth writes / late-Z?

It is pretty well known that writing depth in your fragment shader generally disables "early Z" test/write optimizations that modern GPUs rely on for fastness. Nonetheless, APIs still allow it and ...
1
vote
1answer
193 views

How to ensure a fragment shader only runs once

I am trying to programmatically figure out how many "texture2d " calls the gpu can make before the fps drops below 60fps. My current way of doing this is to have a fragment shader with a for loop ...
3
votes
2answers
3k views

How does a GPU process a task by using multiple ALUs?

I know the philosophy of how a GPU works {many weak men doing a task (GPU) compared to one strong man doing the same task (CPU)}. How does the GPU manage all the ALUs and schedule the necessary ...
6
votes
1answer
150 views

The generations of Intel's integrated graphics

Which among Intel's integrated GPUs depart from their predecessors in a major way? Which are merely incremental improvements? BACKGROUND Intel integrates GPUs with many of the processors they sell. ...
11
votes
1answer
946 views

Why do adjacent triangles never overlap when rasterized?

Apologies for the following noob question, it's just I can't find a satisfactory answer anywhere... When I render a simple axis-aligned quad made up of two triangles, I don't understand why there's ...
4
votes
1answer
1k views

Compute shaders: one-time-only versus persistent buffers

When using a Compute Shader, is it possible to keep a buffer in the GPU memory during the whole run-time duration of the application, so whenever the original Compute Shader or other Compute Shaders ...
3
votes
2answers
7k views

What are the differences between GPU instancing and standard instancing?

I have been reading a lot of debate on a new feature that will be available in the new version of the game engine Unity 5.4 - called GPU instancing. I understand the importance of instancing in ...
2
votes
1answer
339 views

Chromakey Conversion

I have a program I wrote that allows chromakey (green screen) using a web cam. I wrote it using DirectShow - I created a custom filter to blend the web cam video with a graphic. It works fine but ...
3
votes
1answer
236 views

GPU short circuit when multiply by 0?

So I am trying to make my shader efficient by lowing the amount of texture lookups. If I had a line of code with something like. ...
5
votes
2answers
344 views

In a shader, how to store fragment coordinates in a spatial partitioning from one pass to the next?

I have a post-effect camera-shader in which I want to implement a simple spatial partitioning of the screen between two passes of the fragment shader. The first pass should divide the screen into ...
2
votes
1answer
135 views

Hlsl - registers type

Is there any difference between registers types in hlsl? For example when using register t0 for UAV will it be somehow precache ...
8
votes
1answer
880 views

How to get started writing a low-level GPU profiler?

I have been studying hardware corporation GPU profilers in recent days (Qualcomm, PowerVR, Intel). I've noticed that these tools seem to give more low-level details than the GPU profilers I have ...
5
votes
2answers
583 views

Why did tessellation come to be a prominent feature?

Tessellation has been touted as one of the major features in newer graphics APIs like DirecX 11, and it is shown as a standalone stage in a modern graphics pipeline. Compared to the amount of ...
0
votes
1answer
656 views

Can Frameless rendering reduce latency? And, can FPGA do 3D rendering instead of GPU?

In virtual reality, the motion-to-photon time is very important. Oculus says it has to be less than 20ms. Maybe 10~15ms is better. Some people try to introduce Frameless rendering technology into VR. ...
3
votes
5answers
1k views

Cloud based VR would be the future?

According to the following assumptions, I think Cloud based VR would be the future: 1) Real world scene rendering needs ray tracing or other complex computing graphics technologies. It needs a lot of ...
1
vote
1answer
158 views

Can V-Sync avoid tearing? I think it can't. Am I wrong?

1) Update the front buffer will cause screen tearing, every one knows it. 2) But V-Sync, I think it still get the same issue. Why I get this idea? 2.1) When GPU flips to the back buffer, current ...
4
votes
1answer
333 views

Gpu derivatives. How it's done across 2x2 boundary?

This question bothers me since the first time I got to know about derivatives in pixel shader. Suppose we have a 2d texture: 5 10 20 30 6 11 50 100 If I ...
16
votes
3answers
5k views

Why do we have graphics frameworks like OpenGL and DirectX, when games could just draw pixels directly?

Games and other graphically intensive applications use frameworks like OpenGL and DirectX. Also they require features like pixel shader and DX12. But why would we need all these frameworks and GPU ...
4
votes
1answer
677 views

Modern Screen Space Ambient Occlusion Techniques

Down the road, I'm planning to implement one or another GPU based ambient occlusion technique. My goal will be to approximate a physically based offline renderer, so I was pretty happy when Wikipedia ...
8
votes
1answer
380 views

Do modern GPUs contain barrel shifters?

I'm aware that most modern GPUs, although designed for floating point, are more or less equivalent in integer performance these days, with a few caveats like the lack of a fused multiply add. I'm not ...
9
votes
1answer
509 views

Creating shared vertex normals on GPU

I've mostly succeeded at porting an implementation of Marching Cubes from CPU over to OpenGL compute shaders, but I haven't tackled normals yet and wondering the best way to go about it. My ...
3
votes
1answer
182 views

What are the most efficient ways to convert between f32 and smaller float formats on the CPU?

Open GL and other graphics APIs support floating point formats smaller than 32 bits (e.g. see https://www.opengl.org/wiki/Small_Float_Formats). While GPUs seem to handle these formats natively, CPUs ...
6
votes
2answers
16k views

OpenCL doesn't detect GPU

I installed AMD APP SDK and here my problem. The OpenCL samples do not detect the GPU. HelloWorld give me this: ...