mance, including nongraphics algorithms and the next generation of more capable and sophisticated graphics algorithms. I believe that the opportunity for improved visual quality and robustness provided by more sophisticated graphics algorithms will cause the transition to more flexible architectures to happen relatively rapidly, an opinion that remains a matter of debate within the graphics architecture community.

THE FUTURE OF GRAPHICS ARCHITECTURES

In the past, graphics architectures defined the algorithms used for rendering and their performance. In the future, graphics architectures will cease to define the rendering algorithms and will simply set the performance and power efficiency limits within which software developers may do whatever they want.

For the programmer, future graphics architectures are likely to be very similar to today’s multicore CPU architectures, but with greater SIMD instruction widths and the availability of specialized instructions and processing units for some operations. Like today’s Niagara processor, however, the amount of cache per processor core will be relatively small. To achieve peak performance, programmers will have to think more carefully about memory-access patterns and data-structure sizes than they have been accustomed to with the large caches of modern CPUs.

Future graphics architectures will enable a golden age of innovation in graphics; I expect that over the next few years we will see the development of a variety of new rendering algorithms that are more efficient and more capable than the ones used in the past. For computer games, these architectures will allow game logic, physics simulation, and AI to be more tightly integrated with rendering than before. For data-visualization applications, these architectures will allow tight integration of domain-specific data analysis with the rendering computations used to display the results of this analysis. The general-purpose nature of these architectures combined with the low cost enabled by their high-volume market will also cause them to become the preferred platform for almost all high-performance floating-point computations. Q

 

ACKNOWLEDGMENTS AND FURTHER READING Don Fussell, Kurt Akeley, Matt Pharr, Pat Hanrahan, Mark Horowitz, Stephen Junkins, and several graphics hardware

architects contributed directly and indirectly to the ideas in this article through many fun and productive discussions. More details about many of the ideas discussed in this article can be found in another article I wrote with Don Fussell in 2005.4 The tendency of graphics hardware to become increasingly general until the temptation emerges to incorporate new specialized units has existed for a long time and was described in 1968 as the “wheel of reincarnation” by Myer and Sutherland. 5 The fundamental need for programmability in realtime graphics hardware, however, is much more important now than it was then.

REFERENCES

1. Blythe, D. 2006. The Direct3D 10 system. In ACM SIG-

GRAPH 2006 Papers: 724–734.

2. Cook, R.L., Carpenter, L., Catmull, E. 1987. The Reyes image rendering architecture. Computer Graphics ( Proceedings of ACM SIGGRAPH): 95–102.

3. Laudon, J., Gupta, A., Horowitz, M. 1994. Interleaving: a multithreading technique targeting multiprocessors and workstations. In Proceedings of the Sixth International Conference on Architectural Support for Programming Languages and Operating Systems: 308–318.

4. Mark, W., Fussell, D. 2005. Real-time rendering systems in 2010. Technical Report 05-18, University of Texas.

5. Myer, T.H., Sutherland, I.E. 1968. On the design of display processors. Communications of the ACM, 11( 6): 410–414.

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BILL MARK leads Intel’s advanced graphics research lab.
He is on leave from the University of Texas at Austin, where
until January 2008 he led a research group that investigated
future graphics algorithms and architectures. In 2001-2002
he was the technical leader of the team at NVIDIA that co-
designed (with Microsoft) the Cg language for programma-
ble graphics hardware and developed the first release of the
NVIDIA Cg compiler. His research interests focus on systems
and hardware architectures for realtime computer graphics
and on the opportunity to extend these systems to support
more general parallel computation and a broader range of
graphics algorithms, including interactive ray tracing.
© 2008 ACM 1542-7730/08/0300 $5.00

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