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GTC ON-DEMAND

Presentation
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Abstract:
Foveated rendering is a class of algorithms that increase the performance of virtual reality applications by reducing image quality in the periphery of a user's vision. We'll present results from our recent and ongoing work in understanding the perceptual nature of human peripheral vision, and its uses in improving the quality and performance of foveated rendering for VR applications. We'll also talk about open challenges in this area.
Foveated rendering is a class of algorithms that increase the performance of virtual reality applications by reducing image quality in the periphery of a user's vision. We'll present results from our recent and ongoing work in understanding the perceptual nature of human peripheral vision, and its uses in improving the quality and performance of foveated rendering for VR applications. We'll also talk about open challenges in this area.  Back
 
Topics:
Virtual Reality & Augmented Reality, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7631
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Abstract:
We present Piko, a system abstraction to help implement high-level algorithmic pipelines on modern parallel architectures. We define 'pipelines' as a sequence of complex, dynamically-scheduled kernels that combine to implement a complex application. While primarily targeted towards efficient graphics applications, the way in which Piko exposes both parallelism and locality can naturally be applied to other domains as well. The abstraction helps programmers define work granularities as the data evolves across stages of an application. These definitions are disjoint from the underlying algorithms, which helps authors of Piko pipelines explore tradeoffs between locality and parallelism across varying application configurations and target architectures. As a consequence, Piko helps design high-performance software pipelines that are flexible as well as portable across architectures.
We present Piko, a system abstraction to help implement high-level algorithmic pipelines on modern parallel architectures. We define 'pipelines' as a sequence of complex, dynamically-scheduled kernels that combine to implement a complex application. While primarily targeted towards efficient graphics applications, the way in which Piko exposes both parallelism and locality can naturally be applied to other domains as well. The abstraction helps programmers define work granularities as the data evolves across stages of an application. These definitions are disjoint from the underlying algorithms, which helps authors of Piko pipelines explore tradeoffs between locality and parallelism across varying application configurations and target architectures. As a consequence, Piko helps design high-performance software pipelines that are flexible as well as portable across architectures.  Back
 
Topics:
Real-Time Graphics, Programming Languages, Performance Optimization, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2014
Session ID:
S4650
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Abstract:

We explore how a task-parallel model can be implemented on the GPU and address concerns and programming techniques for doing so. We discuss the primitives for building a task-parallel system on the GPU. This includes novel ideas for mapping tasking systems onto the GPU including task granularity, load balancing, memory management, and dependency resolution. We also present several applications which demonstrate how a task-parallel model is more suitable than the regular data parallel model. These applications include a Reyes renderer, tiled deferred lighting renderer, and a video encoding demo.

We explore how a task-parallel model can be implemented on the GPU and address concerns and programming techniques for doing so. We discuss the primitives for building a task-parallel system on the GPU. This includes novel ideas for mapping tasking systems onto the GPU including task granularity, load balancing, memory management, and dependency resolution. We also present several applications which demonstrate how a task-parallel model is more suitable than the regular data parallel model. These applications include a Reyes renderer, tiled deferred lighting renderer, and a video encoding demo.

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Topics:
Application Design & Porting Techniques
Type:
Talk
Event:
GTC Silicon Valley
Year:
2012
Session ID:
S2138
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Abstract:

We present a discussion of ideas and techniques behind programmable graphics pipelines on modern GPUs, specifically the example design of a real-time Reyes renderer. Walking through this example, we address the philosophy beneath programmable GPU graphics, the broad strategy for the specific pipeline, and algorithmic and implementation-level details for key rendering stages. We cover several issues concerning GPU efficiency, including those involving work scheduling, parallelization of traditional stages, and balancing of rendering workloads. We expect the audience to gain an in-depth exposure of the state of research in programmable graphics, and an insight into efficient pipeline design for irregular workloads.

We present a discussion of ideas and techniques behind programmable graphics pipelines on modern GPUs, specifically the example design of a real-time Reyes renderer. Walking through this example, we address the philosophy beneath programmable GPU graphics, the broad strategy for the specific pipeline, and algorithmic and implementation-level details for key rendering stages. We cover several issues concerning GPU efficiency, including those involving work scheduling, parallelization of traditional stages, and balancing of rendering workloads. We expect the audience to gain an in-depth exposure of the state of research in programmable graphics, and an insight into efficient pipeline design for irregular workloads.

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Topics:
Graphics and AI
Type:
Talk
Event:
GTC Silicon Valley
Year:
2010
Session ID:
S102162
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Speakers:
Anjul Patney
- University of California, Davis
Abstract:
In this poster, we describe our recent work in the area of programmable graphics pipelines by presenting a fragment-parallel formulation of an A-buffer-style composite and filter equation, and describe its implementation on a modern GPU.
In this poster, we describe our recent work in the area of programmable graphics pipelines by presenting a fragment-parallel formulation of an A-buffer-style composite and filter equation, and describe its implementation on a modern GPU.  Back
 
Topics:
Graphics and AI
Type:
Poster
Event:
GTC Silicon Valley
Year:
2010
Session ID:
P10E02
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