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Graphic Technology: Presentation On

This presentation provides an overview of graphic technology terms and concepts. It discusses key graphic terms like refresh rate, pixel, vertex, texture, and shaders. It also describes graphic card components such as interfaces, GPU, video memory, cooling devices, and I/O ports. Finally, it covers graphic processor architecture, visual features like DirectX, HDR lighting, and anti-aliasing, and how to analyze graphic card performance based on clock speed, number of shaders, and memory.

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0% found this document useful (0 votes)
68 views50 pages

Graphic Technology: Presentation On

This presentation provides an overview of graphic technology terms and concepts. It discusses key graphic terms like refresh rate, pixel, vertex, texture, and shaders. It also describes graphic card components such as interfaces, GPU, video memory, cooling devices, and I/O ports. Finally, it covers graphic processor architecture, visual features like DirectX, HDR lighting, and anti-aliasing, and how to analyze graphic card performance based on clock speed, number of shaders, and memory.

Uploaded by

priyankapapneja
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© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Presentation on

Graphic Technology

Submitted by :
Ankur Papneja
1707360
CSE 5th Semester
Basic Graphic Terms
1. Refresh Rate

Just like movies or television, your computer simulates motion on your monitor by
displaying a series of different images. Your monitor's refresh rate is the amount of
times that the graphics card will update this image every second.

2. Pixel

Pixel stands for "picture element." It is simply a small dot of graphical information on
your display - the representation of a color (for most purposes these are values of red,
green and blue). If your screen resolution is 1024x768, your screen shows a grid of 1024
pixels wide by 768 pixels high. You see the image on your screen when all the pixels are
shown together.
3. Vertex

All objects in a 3D scene are made up of vertices. A vertex is a point in 3D space with
X, Y, Z coordinates. Multiple vertices joined together (at least three of them) build a
polygon that can be as simple as a triangle, a cube or a more complex shape. A
texture is then applied to it to make this element (or a number of aligned elements)
look real.
4. Texture

A texture is simply a 2D image, the size of which varies, that is applied to a 3D


object to simulate its surface
5. Shader

Pixel Game developers rely on shader programs allow graphics cards to process
spectacular effects like this shimmering water. complex shader programs and logical
units are used to produce realistic graphics.
Two Types Of Shader :

• Vertex shaders
• Pixel shaders
• Geometry shader

Vertex shaders

Vertex shaders deform or transform 3D elements. Eg a shader could affect all of the
vertices in a complex 3D object and make it appear to explode

Pixel shaders.

Pixel shaders can change pixel colors based on complex input. Eg a shader could
make the pixels surrounding a 3D sword appear to glow .

Geometry shader

This new unit will be able to break apart objects, modify and even destroy them
depending on the intended outcome.
6. Fill Rates

The fill rate is generally referred to as the rate at which a graphics processor can draw
pixels.

Two Types Of Fill Rates :


•Pixel fill rate
•Texture fill rate

Pixel fill rate

The pixel fill rate is the total number of pixels the card can output in one second.
Pixel Fill Rate = Number of raster operations (ROPs) X clock frequency , where The
raster operation defines the rate at which pixel data is written to memory.

Texture fill rate

Number of texture units card can output in one second .It is calculated as number of
texture units multiplied by the clock frequency .
Graphic Cards
Graphics Cards

A Graphic card  (also video card) is a piece of hardware installed in a computer that


is responsible for rendering the image on the computer’s monitor or display
screen. 

Parts of Graphic Card :

1.Graphics Card Interfaces


2.Graphic Processing Unit (GPU)
3.Video Memory
4.Cooling Devices
5.I/O Ports
1.Graphics Card Interfaces
Graphic Interfac :

All data communicated between the graphics card and the rest of the computer
travels through the graphics card's slot, or interface.

Basic Types Of Graphic Interface in use :

•PCI (Peripheral Component InterConnect)


•AGP (Accelrated Graphic Port)
•PCI Express
•PCI (Peripheral Component InterConnect)

•The PCI bus is the slowest graphic card bus


•32 bit wide bus that runs at 33 MHz
•Delivering a bandwidth of 133 MB/s.
•AGP (Accelrated Graphic Port)

• It's main advantage over PCI is that provides a dedicated pathway


between the slot and the processor
•Initial AGP Delivering a bandwidth of 133 MB/s (32 Bit , 66 MHz)
• AGP 8x Delivering a bandwidth of 2.1 GB/s
• PCI Express (PCIe)

•Computer expansion card interface format.


•With PCIe 1.1 (currently the most common version) delivers a BandWidth of 8 GB/s
•With PCIe 2.0 (currently the most common version) delivers a BandWidth of 16 GB/s
2. Graphic Processing Unit (GPU)
Graphic Processing Unit (GPU)

• The graphics processor is very much the heart of the graphics card, just like the CPU
is the brain of a computer.
• a special stream processor
• Manipulating and displaying computer graphics
• Dedicated graphics rendering device
• Implements a number of operations faster than CPU
• GPUs use most of their transistors to calculate 3D computer graphics.
• Accelerate the memory-intensive work of texture mapping and rendering polygons
• Later adding units to accelerate geometric calculations such as translating vertices
into different coordinate systems
Need Of GPU

•PC graphics require a lot of processing power


•Result can be a slow down in performance
•Offloads the graphic processing from the CPU
•CPU free for primary system processing
3. Video Memory
Video Memory

•Store graphic data


•GPU takes data from video ram
•Handle complex graphics at a fast rate
•Very quick access

Types Of Video Memory used :


4. Cooling
Devices
Cooling Devices

•New Graphic Cards have many transistors


•GPU gets very hot
•Cooling is needed

Different Cooling Devices

•Air Cooling with Fan


•Heat Sink
•Heat Pipes
Air Cooling With Fan
Heat Sinks
Heat Pipes
5. I/O
Ports
Basic Types Of I/O Ports :

•VGA Port
•DVI Port
•S-Video
•VGA Port

• 15-Pin VGA connector found on most video cards


• carry analog component RGBHV (red -green -blue -horizontal sync
-vertical sync) video signals
• Example:CRT –Monitors
•DVI Port

• For digital display devices


• For Example: LCD‘s , Plasma Displays , Projektors
•S-Video

• Analog video signal


• Carries video data as two separate signals (brightness and color)
• Carries 480i or 576i resolution video
Multi Card Solution

• Using Multiple Graphic Card for


more Graphic power
• Take two identical Graphic
Cards on one Motherboard
• More Energy
• A lot of heat is generated
External Graphic Card

• Graphics card as a plug and play


external device
• notebooks / laptop usually
doesn’t come with heavy duty
cards
• External Graphic Card is
solution to the problem
Graphic Processor Architecture
Graphic processor Architecture (functional units) :

• Pixel Processor
• Vertex Processor
• Texture Mapping Units (TMUs)
Pixel Processor

• Processing units only do calculations regarding pixels


• A pixel processor is a component on the graphics chip devoted exclusively to
pixel shader programs
• water effects you have seen in a video game were created with pixel shaders
• More Pixel Processor , better is performance

Vertex Processor

• vertex processors are components on the graphics processor designed to


process shaders that affect only vertices
• vertex shaders are important in 3D scenes with many or complex 3D objects

Texture Mapping Units (TMUs)

• Textures need to be addressed and filtered. This job is done by TMUs .


• TMUs that work in conjunction with pixel and vertex shader units
Visual Features
Visual Features

• Microsoft DirectX & OpenGl


• HDR Lightning
• Textute Filtering
• High Defination Texture Sets
• Anti - Aliasing
Microsoft DirectX & OpenGl

• Microsoft DirectX & OpenGl are 3d Graphic APIs


• 3D Graphic API are periodically updated as Graphic Hardware technology
move fordward
• Before 3D graphic APIs , each Graphic Card Company Has its own poprietary
methods of making their graphic card work whith games .
• Developers were forced to program games with vendor-specific paths for
each and every type of graphics card they wished to support
• 3D Graphic API was the solution
• Developers could program their software to be compliant with the API
• Software no need to be complimat with every piece of hardware
HDR Lightning

• HDR stands for "High Dynamic Range."


• Much more realistic image
• Works with 16.7 Million levels of brightness and the increased
computational power
• HDR lighting allows increased contrast (darker darks and brighter
lights)
• Increasing the amount of lighting detail displayed in both the dark
and bright areas
Textute Filtering

• Method to determine the texture color for a pixel using the color of
nearby pixels
• Blends texture pixels together
• The best filtering available is now anisotropic filtering (AF).
High Defination Texture Sets

• Concerned with Amount of texture memory a game will require.


• All of the required textures must fit into graphics card memory while
playing
• Otherwise performance will be heavily taxed
• A game might include three texture sets: for 128 MB, 256 MB and for
512 MB of graphics memory
• Games that support 512 MB of graphics card memory , increase visual
quality
Anti – Aliasing (AA)

• Alising refers to the inherent stair-likeness of angular edges when


displayed on the monitor
• Anti – Aliasing Technique of minimizing aliasing when representing a
high reolution signal at a lower resolution
• Image will be more sharper

No Anti-Aliasing Anti-aliasing
Performance Analysis
Clock Speed Comparison

• Identical architectures
• Identical 256-bit memory interface
• Difference is their clock speeds
• The Radeon X1800 XL has a graphics processor core clock speed of 500 MHz
and a memory clock speed of 500 MHz
• The X1800 XT has a core clock speed of 625 MHz and a memory clock speed of
750 MHz
Number Of Shaders Units

• Identical Clock Speed


• Identical 256-bit memory interface
• Radeon X800 XL has a 16 pixel shader units
• The Radeon X800 GTO has a 12 pixel shader units
Memory Comparison

• Two identical ATI Radeon X800 XL graphics cards


• one of the cards has 512 MB of RAM
• other has 256 MB of RAM:
Future of Graphic Card‘s

• Very quick development


• Gets faster and faster
• Where is the End?
Thank You

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