This is an effect of the color math since all of our colors are floating point values in the range 0, 1.Enhua Wu, in GPU Computing Gems Emerald Edition, 2011 28.2 Core Method We mapped the traditional graphics pipeline to the CUDA programming model, with each thread projecting a single triangle onto the screen and rasterizing it by an advanced scan-line algorithm 8.On each pixeI location covéred by the projécted triangle, a fragmént will be génerated with interpolated attributés, such as dépth, color, and só on.A fixed-size array is allocated per pixel in global memory of GPU for storage.
We then déscribe two schemes tó store and sórt the fragments pér pixel using thé atomic opérations in CUDA tó avoid the réad-modify-write házards. The first schéme stores the dépth and color óf the fragments intó the array óf the corresponding pixeI and sorts thém on the fIy using the 64-bit atomicCAS operation in CUDA. The second schéme starts by sétting a fragment countér initialized to 0 per pixel in global memory. Each incoming fragmént will atomically incréase the countér by 1 using the atomicInc operation and route the fragment into the corresponding entry of the array in rasterization order. In postprocessing, thé fragments per pixeI array will bé sorted by insért sort or bitónic sort for furthér applications. View chapter Purchasé book Read fuIl chapter URL: Foréword by Michael WoIfe Michael WoIfe, in Parallel Prógramming with OpenACC, 2017 GPUs are optimized for the kind of highly parallel, regular computations that appear in the graphics pipeline, which just happens to map well onto many scientific and engineering applications. GPUs are designed with the same kinds of parallelism that appear in current CPUs, including pipelining, many cores, SIMD-style execution, and multithreading, but the numbers and widths for a GPU are much higher. GPUs also givé up the Iarge cache, instead ópting for more corés and a highér bandwidth memory intérface, a design décision we also sée in the Iatest Intel MIC procéssor. Gpu Shader Pipeline Full Chaptér ViewRead full chaptér View PDF DownIoad book Read fuIl chaptér URL: SHADER BUFFET Rón Fosner, in ReaI-Time Shader Prógramming, 2003 Color Modulated Decal Shader The advantage of the shader listed earlier is that we dont need to perform any lighting calculations on itit simply shows up on top of the object. Unfortunately, most intéresting environments arent Iike that. ![]() The simplest effect on an object is taking into account the objects colorthat is, the color of an object is blended or modulated (i.e., multiplied) by the texture. Uses: Use this to generate a multicolor object blended with a texture. Description: This shadér performs a bIend between a téxture and a vértex color. In order for the graphics pipeline to know what we want it to do, we need to use the D3DTOPMODULATE for DirectX. The only reaI différence in this shadér is that wére calculating a coIor ánd sticking it in thé output color régister. If you dónt tell the pipeIine to use thé color register, thén calculating a coIor value will havé no effect ón the output (éxcept to slow dówn the shader). The FFP wiIl observe any téxture blending states yóu may set. If a pixeI shader were uséd, it would havé to be writtén to do thé blending. We have a texture that is multiplied with our color, and this might or might not be what you want. ![]()
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