NV40 (Chris Seitz)
NV1 1 Wanda NV1x 2 2 Wolfman NV2x 6 3 Dawn NV3x 1 3 Nalu NV4x 2 2 2
95-98: Z- CPU GPU / Geometry Stage Rasterization Unit Raster Operations Unit 2D Triangles Bus (PCI) 2D Triangles
(Multitexturing) (Base) (Light Map) X (modulated) = UT2004 (c) Epic Games Inc. Used with permission
1999-2000: Transform (T&L) CPU GPU Stage Geometry Stage Rasterization Stage Transform & Lighting Unit Rasterizer Unit Register Combiner Raster Operations Unit 3D Triangles Bus (AGP) 3D Triangles
2001: CPU GPU Stage Geometry Stage (no flow control) Rasterizer w/ Z-Cull Rasterization Stage Unit (4 ) Register Combiner Raster Operations Unit 3D Triangles Bus (AGP) 3D Triangles
void VertexShader( // Input per vertex in float4 positioninmodelspace, in float2 texturecoordinates, in float3 normal, ) { } // Input per batch of triangles uniform float4x4 modeltoprojection, uniform float3 lightdirection, // Output per vertex out float4 positioninprojectionspace, out float2 texturecoordinatesoutput, out float3 color // Vertex transformation positioninprojectionspace = mul(modeltoprojection, positioninmodelspace); // Texture coordinates copy texturecoordinatesoutput = texturecoordinates; // Vertex color computation color = dot(lightdirection, normal);
(Bump Mapping) (Normal) ( (interpolated vertex normal) ) + = Diffuse light Normal Map Diffuse light with bumps
02-03: CPU GPU Stage Geometry Stage (static & dynamic flow control) Rasterizer w/ Z-Cull Rasterization Stage Unit (16 ) (static flow control) Raster Operations Unit 3D Triangles Bus (AGP) 3D Triangles
GeForce 6800 Model 3.0 Native Model 3.0 3.0 Fetch / Long programs / flow fp32 OpenEXR High Dynamic Range Rendering 222M xtors / 0.13um @ IBM 6 units / 16 VMR / High quality compositing MPEG / HDTV PCI Express
2004: Model 3.0 64-Bit Color CPU GPU Stage Geometry Stage (static & dynamic flow control) Rasterizer w/ Z-Cull Rasterization Stage Unit (static & dynamic flow control) Raster Operations Unit 64-Bit Color 3D Triangles Bus (PCIe) 3D Triangles
Model 3.0 : Derivative instructions 32 artifacts Face : GPU, Geometry Instancing Lord of the Rings The Battle for Middle-earth Far Cry SpeedTree
Native DirectX 9 Vtx Fetch Geometry Instancing Dynamic Flow Control Dynamic Flow Control DX9 2.0 256 - - - - 2.0 fp24 96 - - - DX9.0c 3.0 2 16 (65,535) 3.0 fp32 2 16 (65,535)
GeForce 6800 8 4 2 2 - MIMD, dual-issue, (branching) UltraShadow - z/stencil rendering NV35 32ppc 4 256- DDR3 1.1 GHz DDR.
GeForce 6800 3D Triangle Setup Z-Cull Dispatch L2 Tex Fragment Crossbar Memory Partition Memory Partition Memory Partition Memory Partition
NV40 GeForce FX 5950 10.0 9.0 8.0 7.0 6.0 5.0 4.0 3.0 2.0 1.0 0.0 UT UE3 Tomb Raider Splinter Cell Shadermark Protomark HL2 HDR Light Demo Halo Gunmetal Film FarCry DeusEx Aquamark 3DMark03
3.0 / 64- GeForce 6 Unreal Engine 3.0 2 High Dynamic Range Rendering UnReal Engine 3.0 Images Courtesy of Epic Games
3.0 / 64- GeForce 6 Unreal Engine 3.0 UnReal Engine 3.0 Images Courtesy of Epic Games 1 Scene High Dynamic Range Rendering
Demo: (Tone Mapping) 64,
10 1000000 100000 10000 CPU Frequency (GHz) Bus Bandwidth (GB/sec) Pixel Fill Rate (MPixels/sec) Vertex Rate (MVerts/sec) Graphics flops (GFlops/sec) Graphics Bandwidth (GB/sec) 127 Gvertx 1000 100 Fill Rate Rate Graphics flops 10 1.5 Mverts BUS Bandwidth CPU Frequency 100 GHz 0.1 1994 2004 2014 100 MHz
NVIDIA SLI -GPU