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Master's Thesis - Studierstube Augmented Reality Project - Graz ...

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2.2 Advanced Graphics Processing<br />

2.2.1 The Latest Available Graphics Hardware<br />

After more than 15 years of usage, the basic vertex processing pipeline has been superseded<br />

by a new architecture. The classic programmable pipeline has several disadvantages.<br />

An unbalanced processor load for example will be an effect of much more pixel<br />

shader instructions than vertex shader instructions. Building one Arithmetic-Logic<br />

Unit (ALU) per vertex and fragment processing will result in an overloaded and an unchallenged<br />

unit. Furthermore it was nearly impossible to reprocess already calculated<br />

results in the pipeline. These drawbacks have been resolved by the G8x processor<br />

used on GeForce 8x cards. In this architecture at most 128 stream processors (GeForce<br />

8800 GTX 1 ) are able to process both vertex and fragment geometry instructions. Theoretically,<br />

employing a ”Thread-Processor” for this should enable each ALU to operate<br />

at full capacity.<br />

(a) Block diagram of the GeForce 8x architecture. (b) Block diagram of the GeForece 6x architecture.<br />

Figure 2.16: Comparison of Nvidia’s G8x (a) and G6x (b) processor architecture from<br />

[Nvidia2006] and [Pharr2005]. Remarkable is that the G8x stream processors are now<br />

able to do both, which was still separated on the G6x series.<br />

Due to increasing programmable requirements of graphics hardware, Nvidia decided<br />

to design the architecture around the processor as illustrated in figure 2.16(a).<br />

Consequently, it is now possible to overcome the two main drawbacks described above<br />

- ”real loops” and ”balanced load”. However, although the implementation of this<br />

work in chapter 5 has been performed on a GeForce 8800 system, mainly the hardware<br />

1 released in November 2006,<br />

30

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