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ARB Assembly Language
ARB assembly language is a low-level shading language, which can be characterized as an assembly language. It was created by the OpenGL Architecture Review Board (ARB) to standardize GPU instructions controlling the hardware graphics pipeline. History Texas Instruments created the first programmable graphics processor in 1985: the TMS34010, which allowed developers to load and execute code on the processor to control pixel output on a video display. This was followed by the TMS34020 and TMS34082 in 1989, providing programmable 3D graphics output. Nvidia released its first video card NV1 in 1995, which supported quadratic texture mapping. This was followed by the Riva 128 (NV3) in 1997, providing the first hardware acceleration for Direct3D. Various video card vendors released their own accelerated boards, each with their own instruction set for GPU operations. The OpenGL Architecture Review Board (ARB) was formed in 1992, in part to establish standards for the GPU industry ...
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Shading Language
A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", "matrix", "color" and " normal". Offline rendering Shading languages used in offline rendering tend to be close to natural language, so that no special knowledge of programming is required. Offline rendering aims to produce maximum-quality images, at the cost of greater time and compute than real-time rendering. RenderMan Shading Language The RenderMan Shading Language (RSL or SL, for short), defined in the ''RenderMan Interface Specification'', is a common shading language for production-quality rendering. It is also one of the first shading languages ever implemented. It defines six major shader types: * ''Light source shaders'' compute the color of light emitted from a point on a light source to a point on a target surface. * ''Surface shaders'' model the color and position of points on an object's surface, ba ...
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R300
The R300 GPU, introduced in August 2002 and developed by ATI Technologies, is its third generation of GPU used in ''Radeon'' graphics cards. This GPU features 3D acceleration based upon Direct3D 9.0 and OpenGL 2.0, a major improvement in features and performance compared to the preceding R200 design. R300 was the first fully Direct3D 9-capable consumer graphics chip. The processors also include 2D GUI acceleration, video acceleration, and multiple display outputs. The first graphics cards using the R300 to be released were the Radeon 9700. It was the first time that ATI marketed its GPU as a Visual Processing Unit (VPU). R300 and its derivatives would form the basis for ATI's consumer and professional product lines for over 3 years. The integrated graphics processor based upon R300 is the ''Xpress 200''. Development ATI had held the lead for a while with the Radeon 8500 but Nvidia retook the performance crown with the launch of the GeForce 4 Ti line. A new high-end refresh ...
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Comparison Of Assemblers
This is an incomplete comparison of Assembler (computing), assemblers. Some assemblers are components of a compiler system for a high-level programming language and may have limited or no usable functionality outside of the compiler system. Some assemblers are hosted on the target processor and operating system, while other assemblers (cross-assemblers) may run under an unrelated operating system or processor. For example, assemblers for embedded systems are not usually hosted on the target system since it would not have the storage and terminal I/O to permit entry of a program from a keyboard. An assembler may have a single target processor or may have options to support multiple processor types. As part of a compiler suite *GNU Assembler (GAS): GPL: many target instruction sets, including ARM architecture, Atmel AVR, x86, x86-64, RISC-V, Freescale 68HC11, Freescale ColdFire, Freescale v4e, Motorola 68000 series, Motorola 680x0, MIPS architecture, MIPS, PowerPC, IBM System z, T ...
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SPIR-V
Standard Portable Intermediate Representation (SPIR) is an intermediate language for General-purpose computing on graphics processing units, parallel computing and graphics by Khronos Group. It is used in multiple execution environments, including the Vulkan graphics API and the OpenCL compute API, to represent a shader or Compute kernel, kernel. It is also used as an interchange language for cross compilation. SPIR-V is a new version of SPIR which was introduced in 2015 by the Khronos Group, and has since replaced the original SPIR, which was introduced in 2012. On September 19th 2024, Microsoft has announced plans to adopt SPIR-V as the DirectX, Direct3D Interchange format in place of DXIL, beginning support from Shader Model 7 on. Purpose The purposes of SPIR-V are to natively represent the primitives needed by compute and graphics; to separate high-level language from the interface to compute and graphics drivers; to be the distribution form, or distribute fully compiled bina ...
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Shading Language
A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", "matrix", "color" and " normal". Offline rendering Shading languages used in offline rendering tend to be close to natural language, so that no special knowledge of programming is required. Offline rendering aims to produce maximum-quality images, at the cost of greater time and compute than real-time rendering. RenderMan Shading Language The RenderMan Shading Language (RSL or SL, for short), defined in the ''RenderMan Interface Specification'', is a common shading language for production-quality rendering. It is also one of the first shading languages ever implemented. It defines six major shader types: * ''Light source shaders'' compute the color of light emitted from a point on a light source to a point on a target surface. * ''Surface shaders'' model the color and position of points on an object's surface, ba ...
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Cross Product
In mathematics, the cross product or vector product (occasionally directed area product, to emphasize its geometric significance) is a binary operation on two vectors in a three-dimensional oriented Euclidean vector space (named here E), and is denoted by the symbol \times. Given two linearly independent vectors and , the cross product, (read "a cross b"), is a vector that is perpendicular to both and , and thus normal to the plane containing them. It has many applications in mathematics, physics, engineering, and computer programming. It should not be confused with the dot product (projection product). The magnitude of the cross product equals the area of a parallelogram with the vectors for sides; in particular, the magnitude of the product of two perpendicular vectors is the product of their lengths. The units of the cross-product are the product of the units of each vector. If two vectors are parallel or are anti-parallel (that is, they are linearly dependent), ...
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Swizzling (computer Graphics)
In computer graphics, swizzles are a class of operations that transform vectors by rearranging components. Swizzles can also project from a vector of one dimensionality to a vector of another dimensionality, such as taking a three-dimensional vector and creating a two-dimensional or five-dimensional vector using components from the original vector. For example, if A = , where the components are x, y, z, and w respectively, you could compute B = A.wwxy, whereupon B would equal . Additionally, one could create a two-dimensional vector with A.wx or a five-dimensional vector with A.xyzwx. Combining vectors and swizzling can be employed in various ways. This is common in GPGPU applications. (Relevant portion starts around 37min) In terms of linear algebra, this is equivalent to multiplying by a matrix whose rows are standard basis In mathematics, the standard basis (also called natural basis or canonical basis) of a coordinate vector space (such as \mathbb^n or \mathbb^n) is t ...
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Reciprocal Square Root
Square root algorithms compute the non-negative square root \sqrt of a positive real number S. Since all square roots of natural numbers, other than of perfect squares, are irrational, square roots can usually only be computed to some finite precision: these algorithms typically construct a series of increasingly accurate approximations. Most square root computation methods are iterative: after choosing a suitable initial estimate of \sqrt, an iterative refinement is performed until some termination criterion is met. One refinement scheme is Heron's method, a special case of Newton's method. If division is much more costly than multiplication, it may be preferable to compute the inverse square root instead. Other methods are available to compute the square root digit by digit, or using Taylor series. Rational approximations of square roots may be calculated using continued fraction expansions. The method employed depends on the needed accuracy, and the available tools and ...
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Dot Product
In mathematics, the dot product or scalar productThe term ''scalar product'' means literally "product with a Scalar (mathematics), scalar as a result". It is also used for other symmetric bilinear forms, for example in a pseudo-Euclidean space. Not to be confused with scalar multiplication. is an algebraic operation that takes two equal-length sequences of numbers (usually coordinate vectors), and returns a single number. In Euclidean geometry, the dot product of the Cartesian coordinates of two Euclidean vector, vectors is widely used. It is often called the inner product (or rarely the projection product) of Euclidean space, even though it is not the only inner product that can be defined on Euclidean space (see ''Inner product space'' for more). It should not be confused with the cross product. Algebraically, the dot product is the sum of the Product (mathematics), products of the corresponding entries of the two sequences of numbers. Geometrically, it is the product of the Euc ...
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GeForce 8 Series
The GeForce 8 series is the eighth generation of Nvidia's GeForce line of graphics processing units. The third major GPU architecture developed by Nvidia, Tesla represents the company's first unified shader architecture.Q3 2007 NVIDIA Corporation Earnings Conference
NVIDIA.com. November 9, 2006.


Overview

All GeForce 8 Series products are based on Tesla. As with many GPUs, it is important to note that the larger numbers these cards carry does not guarantee superior performance over previous generation cards with a lower number. For example, the GeFo ...
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GLSL
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages. Background With advances in graphics cards, new features have been added to allow for increased flexibility in the rendering pipeline at the vertex and fragment level. Programmability at this level is achieved with the use of fragment and vertex shaders. Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history. Originally introduced as an extension to OpenGL 1.4, G ...
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Pixel Shader 2
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color (hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures us ...
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