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Questions about GPUs

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1. Questions about GPUs. AS-Temps r el Bordeaux. Philippe Decaudin. Fabrice Neyret. St phane Guy ... 3D Textures, MIP-mapping and anisotropy. Clamp to border ... – PowerPoint PPT presentation

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Title: Questions about GPUs


1
Questions about GPUs
  • AS-Temps réel Bordeaux

Philippe Decaudin Fabrice Neyret
Stéphane GuySylvain Lefebvre
2
Overview
  • Suspicious behaviors of GPUs.
  • What could be improved quickly.
  • Our wishes.

3
1. Suspicious behaviors
  • 3D Textures, MIP-mapping and anisotropy
  • Clamp to border and MIP-mapping
  • Deferred shading for conditions

4
3D textures and MIP-mapping
  • Filtering of 3D textures is isotropic (same
    MIP-map level for u, v and w)
  • When texturing a slice of volume with a 3D
    texture, the slope of the slice controls the
    blur sloppy gt blurry
  • With 2D textures, this problem is solved by
    anisotropic filtering, but
  • - it is not available for 3D textures
  • - no dsdw

5
Clamp_to_border and MIP-mapping
  • Using non-square textures (2a ? 2b, a ? b)
  • CLAMP_TO_BORDER_ARB enabled
  • MIP-map enabled
  • at MIP-map levels gt log2(a) (with a lt b), the
    texture becomes 1D
  • clamp doesnt seem to work correctly

6
Clamp_to_border and MIP-mapping
  • a quad mapped with a white texture 256?64
  • (u,v) (0,0) to (6,6)
  • mapping clamped to 0,1?0,1
  • border color is black
  • MIP-map level forced with GL_TECTURE_MIN_LOD

(6,6)
Square texture (64?64)? correct
Clamp problem? bug?
MIP-map level 1 (256?64)
MIP-map level 8 (1?1)
(0,0)
Texture 256?64
7
Clamp_to_border and MIP-mapping
? all MIP-map levels
128x32 64x16 32x8 16x4 8x2 4x1 2x1
1x1
8
Deferred shading for conditions
Theory
  • Custom shader
  • costly particular case for some pixels
  • general case fast.

1
fast, but a few pixels are wrong
9
Deferred shading for conditions
Theory
1
2
flag wrong pixels in stencil
fast, but a few pixels are wrong
10
Deferred shading for conditions
Theory
1
2
flag wrong pixels in stencil
fast, but a few pixels are wrong
3
use slow correction shader only where needed
11
Deferred shading for conditions
1
2
flag wrong pixels in stencil
fast, but a few pixels are wrong
3
  • Practice
  • Does not work !?
  • cost the same as full rendering
  • stencil after fragment program ?

use slow correction shader only where needed
12
2. What could be improved quickly
  • Front to back rendering with alpha
  • Fog and pre-multiplied alpha
  • Scale / Bias not limited to 0,1
  • Tiled textures storage

13
Front to back rendering with alpha
  • Theory front to back (to benefit Z-test
    culling)
  • Practice with alpha must disable depth_test
    ! ? landscapes, billboards, volumes even more
    costly
  • Suggested solution glEnable(ALPHA_DEPTH_TEST)do
    ing regular blending, then if (AscreengtAthreshold
    ) ZscreenZfrag

14
Fog and pre-multiplied alpha
  • Premultiplied alpha textures (aR,aG,aB,a) to
    avoid interpolation artefacts.
  • Blend mode is then set to glBlendFunc(GL_ONE,GL_O
    NE_MINUS_SRC_ALPHA)

15
Fog and pre-multiplied alpha
  • Problem not compatible with standard Fog
    equation (glEnable(GL_FOG))Fog equation
    Cfrag (1-f) Cfrag f Cfog In our case,
    Cfrag aC (premultiplied
    alpha) Blend equation CdestCfrag
    (1-a)Cdest? Cdest (1-f)
    aC f Cfog (1-a)Cdest

missing a
  • Suggestion
  • if SRC_ALPHA GL_ONE then
  • fog equation (1-f) C f a Cfog

16
Scale / Bias not limited to 0,1
  • Theoryscale, bias to tune transparency, light,
    color
  • Practicecoef must lies in 0,1 !
  • ? applications which need coef gt 1 must
    multipass (volume rendering, light maps)
  • Suggested SolutionFloat operation in texture
    units for scaling.

17
Tiled textures storage
  • Principle
  • Use a set of tiles to create a larger texture

fragment program
18
Tiled textures storage
  • Numerous new advanced usage of tiles
  • Antialiased Parameterized Solid Texturing
  • Hart et al ACM Transactions on Graphics 2002
  • Adaptive Texture Maps
  • Kraus and Ertl Graphics Hardware 2002
  • Pattern Based Procedural Textures
  • Lefebvre and Neyret I3D 2003
  • and more !

19
Tiled textures storage
  • Storage requirements
  • Efficient selection from FP
  • No waste of memory
  • Ease filtering / interpolation of tiles
  • per-tile border color
  • per-tile MIP-mapping

20
Tiled textures storage
  • Current solutions
  • Store as separate textures
  • limited bindings
  • no real selection in FP
  • Store in an atlas
  • false neighborhood and no border color
  • waste space if filtering on tiles
  • limited to 4096x4096
  • Store as a stack in a 3D Texture
  • waste a lot of space (2n)
  • ill-defined filtering

21
Tiled textures storage
  • Our proposal Texture stack
  • 3D Texture with no filtering on R
  • per-tile border colors
  • per-tile filtering
  • easy selection from fragment program

22
3. Our wishes
  • Having features more coherent
  • programable blending
  • feedback buffer
  • read access to all state variables (ex
    MIP-mapping)
  • r/w stencil from FP
  • Native support of tiled textures
  • Fragment culling order (stencil, A, depth)
  • Tools for procedural textures

23
Having features more coherent
  • Programable blending
  • multi-pass algorithms with intermediate results
  • needs complex blending
  • current blending very limited compared to
    programable pipeline

24
Having features more coherent
  • Feedback buffer
  • lot of vertex attributes
  • few can be read back

25
Having features more coherent
  • Perspective correction
  • rasterization in object space not always desired
  • ?
  • need control on variables interpolated by
    rasterizer
  • glEnable/Disable(param,GL_PERSPECTIVE_CORRECTION)

26
Native support of tiled textures
  • Difficulties
  • Storage (borders, repeat, )
  • MIP-mapping
  • Linear interpolation

27
Fragment culling order
  • Early culling essential for performance
  • Would let the user specify test order between
  • alpha test
  • stencil
  • depth
  • discard (from FP)

28
Tools for procedural textures
  • New texture types (envmap, indir., N, shaders, )
  • custom filtering
  • MIP-mapping levels
  • have to be infered from ddx ddy
  • while computed for standard textures
  • needs to be accessible (read)
  • resolution specifiable by user

29
Questions about GPUs
  • AS-Temps réel Bordeaux

Philippe Decaudin Fabrice Neyret
Stéphane GuySylvain Lefebvre
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