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LEGEND WELSH XV LAUNCH KILIMANJARO CHARITY CLIMB :: 02 Jul 20:19
Fifteen former Wales rugby captains will be joined by current national coach Warren Gatland on an expedition to climb Mount Kilimanjaro on 6 September, 2010, and aim to raise £1 m for the Velindre Cancer Centre Stepping Stones Appeal – it was announced today (Thursday, 2 July, 2009).
Current captain Ryan Jones joined predecessors Scott Gibbs, Paul Thorburn and Scott Quinnell at a Millennium Stadium launch of the 'Brains SA Captains' Climb' which also has a limited number of places for members of the public who can contribute a minimum of £10,000 to the appeal.
The initiative is the brainchild of national team sports photographer Huw Evans whose family has recently been affected by lung cancer – the disease for which the appeal provides research funding – and he has appointed Ospreys, Wales and Lions No8 Jones as figurehead and chief whip, although rugby commitments will prevent the player from joining the trip himself.
"Each of the fifteen former captains will be competing to raise money for the appeal, so fans can actually sponsor their favourite captain from recent history and it's quite a list of former rugby legends," said Jones.
"Or, even better than that, if you can raise the entrance money you could be reaching the heights of Africa alongside the likes of Gareth Thomas, Jonathan Davies, Scott Gibbs or Paul Thorburn.
"Choose your favourite Wales captain and he is very probably amongst the list of 15 former players who are going and, if that's not enough, how much is it worth to a rugby fan to spend that amount of time in the company of Warren Gatland?"
Money can be donated to each of the individual captain's appeals at the 'justgiving' website by simply visiting www.justgiving.com/brainssacaptainsclimb
Anyone who wants to join the trip or contribute in another way through direct sponsorship should contact the organiser directly at email@example.com
"I recently made the ascent and I can honestly say it was the single most exhilarating, emotional and challenging thing I have ever done," said Gibbs, who was nicknamed 'car crash' as a player because of his seeming ability to run through brick walls and, notably, South African opposition on the Lions tour of 1997.
"When I heard about the good cause I jumped at the chance to join in and get back up there alongside some of my old rugby friends, but I also want to make sure we breach the targets we have set in terms of money to be raised and I imagine all the other former captains will be similarly competitive."
The full list of international captains who have committed to the climb alongside Gibbs, Thorburn and Quinnell is: Gareth Thomas, Ieuan Evans, Mark Taylor, Mike Hall, Bleddyn Bowen, Jonathan Davies, Rob Howley, Rob Jones; Jonathan Humphreys, Bob Norster, Eddie Butler and Colin Charvis. Gatland will also have coaching company with former Scarlets legend and international Phil Davies joining the party.
"This is an opportunity of a lifetime for any rugby fan out there and I'm really looking forward to the experience myself, if not the training that we will all have to put ourselves through to ensure we get to the top!" said Thorburn, who will be one of the more senior members of the party.
"There will be a few dodgy knees and creaking backs amongst us, but I'm pleased to see the likes of Warren, Phil and Bleddyn on the trip who are more from my era. The youngsters may be sprinting up, but I'm backing us 40-somethings to have the extra nous needed to raise the most money!"
The total party will number around 55 including at least one camera crew, Evans himself and the Velindre Cancer Centre's Dr Jason Lester who is leading the expedition alongside 100 Sherpas – and a number of the exclusive public spots have already attracted a great deal of interest.
"The support we have had from the whole rugby community in Wales has been astounding already, the list of names on the trip is truly impressive and if that response is anything to go by we should reach the million pound figure with room to spare!" said Evans, whose wife Sue, a non – smoker, was diagnosed with lung Cancer in November 2008 and is currently in recovery.
"It's only when you are affected by a disease like this personally that you realise it can happen to anyone of us at any time and that we need to do something more about it as a human race.
"The figures just don't stack up in terms of an individual's potential to be affected by this disease and the amount of resources dedicated to finding a cure.
"When we told people about Sue we were overwhelmed by the response and the offers of kindness, people want to do things to help so the next step for us was to channel that energy and begin to raise money.
"Ryan and the current rugby squad were amazing in the Six Nations last year, they all wore pink armbands on the pitch as a show of support to the idea that we could raise a million – that kick-started it and we have gone from strength to strength and I really believe now we are going to do it.
"The list of people who are helping us out is truly outstanding and we can really achieve something with this venture if we can capture the imagination of the fans out there and get them to donate."
Dr Lester, who has treated Evans' wife, is also amazed at the response so far.
"The benefits of what these 15 former rugby captains have agreed to do will reach far beyond the money they raise," he said.
"We are raising the profile of an area of research which gets a bad Press because people wrongly associate lung cancer with smoking, which isn't the case, this disease can and does affect people indiscriminately and we hope to achieve the survival rates that other cancers have already attained.
"It's an area in need of funding and this initiative is an extremely welcome one and one that will do untold good to The Stepping Stones Appeal."
Richard Davies, Sales and Marketing Director at Brains added:
"Like the climb itself, Huw and Sue have set themselves a challenging fundraising target and we're delighted to be able to help them achieve it. With 15 ex captains of Wales climbing one of the highest peaks in the World, we're confident that the 'Brains SA Captains Climb' will be a huge success and generate vital funds for the Stepping Stones appeal."
Secretary of State for Wales Peter Hain is also backing Wales rugby captains past and present as they face one of the greatest challenges of their careers.
Attending the launch at Millennium Stadium in Cardiff today, Peter Hain said: "These are 15 Welsh players who have already reached the peak of their sporting careers by captaining the national team. They now face another daunting challenge as they prepare to climb Africa's highest mountain.
"I'm sure the physicality, athleticism and mental toughness associated with rugby will stand them in good stead for the task ahead. The sense of camaraderie they've all experienced playing for Wales will also help drive them all forward to conquer Kilimanjaro and raise the money for lung cancer research at Velindre Hospital. I wish them all the best of luck with this awesome challenge.
"Fantastic team camaraderie has been seen in abundance throughout this year's Lions tour of South Africa and I'm sure all the captains would join me in wishing the current Lions squad all the best as they prepare to restore the Lions' Pride in the third Test on Saturday."


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Married to Deb, and so thankful and blessed that we have been able to serve together in ministry since before we were married. I'm a proud parent and enthusiastic spoiler of my grandchildren. Wow, they're fun!
I've enjoyed decades in ministry . . . preaching, teaching, and helping organizations raise funding to use for the Lord's people.
In my spare time, I enjoy reading Christian books of all types especially historical fiction. Most would consider it weird, but I really enjoy cutting the grass and caring for the landscape of our home: It's a close-up view of God's wonderful creation and an opportunity to be a good steward.
Most of all, I love seeing how the Lord works in and through lives–both in wonderful blessings and in unwelcome suffering, losses and trials. He is always faithful in every and all circumstances. I marvel at the ways He takes that which is intended for evil and turns it into good.
I'm so grateful for God's amazing grace and I consider myself blessed to have personally witnessed the many ways God transforms and uses His people.
My prayer is not that I would do great things for the kingdom, but that the Lord would simply allow me to be in the vicinity when He does great things.


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UGH! I hate to post with an issue. I never have really bad ones that I feel I need to post for.
ok so I have the signal issues that has my phone over heating (thats a given pretty much)
whats been going on is that when I turn off my phone for over an hour (on the charger) it will not boot back up. I have to pull the battery to get it to boot. even unplugging and plugging it in does not have an effect.
any ideas?
my warranty is up so I cant even got to vzw :/ not like they would have helped me anyway


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Paul Azinger's legacy, a record that includes defeating cancer and winning the 1993 PGA Championship among his 12 PGA Tour victories, will be highlighted by his successful leadership as captain of the 2008 USA Ryder Cup team, which bested Europe 16-12 at Valhalla Golf Club in Louisville.
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If Reggie Bush is worried that the NCAA is about to rule he was ineligible when he won the 2005 Heisman Trophy he isn't showing it. The Saints running back is holding a football camp for 300 kids at Tulane, and told the New Orleans Times-Picayune he's not worried about how the NCAA will rule on its investigation of Southern California football.
Reid Cherner has been with USA TODAY since 1982 and written Game On! since March 2008.
He has covered everything from high schools to horse racing to the college and the pros. The only thing he likes more than his own voice is the sound of readers telling him when he's right and wrong.
Michael Hiestand has covered sports media and marketing for USA TODAY, tackling the sports biz ranging from what's behind mega-events such as the Olympics and Super Bowl to the sometimes-hidden numbers behind the sports world's bottom line.


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|Publication number
|Publication type
|Application number
|Publication date
|Nov 17, 2009
|Filing date
|Nov 16, 2004
|Priority date
|Nov 16, 2004
|Fee status
|Also published as
|Publication number
|Jean Pierre Bordes, Curtis Davis, Manju Hegde
|Original Assignee
|Nvidia Corporation
|Export Citation
|BiBTeX, EndNote, RefMan
|Patent Citations (88), Referenced by (33), Classifications (11), Legal Events (6)
|External Links: USPTO, USPTO Assignment, Espacenet
This application is related to commonly-assigned U.S. patent application Ser. No. 10/715,440 filed Nov. 19, 2003. The subject matter of this related application is hereby incorporated by reference.
The present invention relates generally to systems running applications that benefit from the incorporation of physics-based animations or physics data. More particularly, the present invention relates to Physics Processing Unit (PPU) enhanced systems incorporating a Graphics Processing Unit (GPU).
PPU enhanced systems have recently been developed. Systems readily adapted to PPU enhancement include, as examples, Personal Computers (PCs) and game consoles. Generally speaking, the performance capabilities of a conventional Central Processing Unit (CPU), such as a Pentium� or similar microprocessor, is enhanced by the additional provision of a PPU. Several exemplary embodiments of basic, PPU-enhanced system are disclosed in above referenced U.S. patent application.
The term "PPU-enhanced" generally describes any system incorporating a PPU to generate physics data for consumption by a main application running on a CPU. "Physics data" comprises any data or data structure related to a mathematical algorithm or logical/mathematical expression adapted to solve a physics problem or express a physics relationship.
Any set of logical computations or algorithms operating upon physics data is termed a physics "simulation." A simulation generally runs on the PPU in cooperation with the CPU to generate a body of physics data that accurately defines the movement and/or interaction of objects and features in an animated scene displayed by a peripheral device associated with the system. So, in one sense the physics simulation run primarily on the PPU can be said to visually enhance the animation of a scene generated by the main application running on the CPU.
Such computationally derived physical animations form an increasingly important aspect of numerous applications. Computer games are an excellent example of applications that benefit from the added realism of animations derived from a defined set of physics-based inputs, parameters, and data. The term "animation" is used here to generally describe any visual representation of an event. The term "physics-based animation" refers to any animation derived, at least in part, from data provided by a physics simulation. A simulation is often said to drive the resulting animation. However, the direct relationship between simulation and animation, and the fact that the underlying simulation is not apparent to the system user typically results in an alternative use for the terms animation and simulation.
Cutting edge applications generally demand that physics-based animations, and the underlying simulations run in real-time. This requirement poses a significant problem for conventional systems. For example, conventional PCs are able to resolve only a limited amount of physics data in the time allowed by real time animation frame rates. This disability arises from structural limitations in the CPU architecture, data transfer bandwidth limitations, and the computational workload placed upon the CPU by other processes inherent in the execution of the main application.
For clarity of reference, the term "system" subsumes the term "host system." A system may include a PPU, whereas the term "host system" generally refers to the combination of at least a CPU and an associated main memory. This combination of "host system" elements interacts with the PPU in a system.
Host systems almost always include a GPU. That is, many contemporary applications include significant graphics content and are intended to run with the aid of a separate GPU. GPUs are well know in the industry and are specifically designed to run in cooperation with a CPU to create (or "render") animations having a three dimensional (3-D) quality.
PPU enhancement of a system implicates a number of changes in the way data is transferred between various system components. Non-PPU-enhanced systems have the luxury of a single computational platform (e.g., the CPU) generating data for consumption by a GPU. This is not the case in a PPU-enhanced system. Thus, new approaches to overall system architecture are required. Related data transfers must also be carefully considered.
In one aspect, the present invention provides a PPU-enhanced system in which animation data is efficiently generated using the computational resources provided by either the CPU or the PPU. As a result, CPU resources are made available for other tasks associated with the execution of an application.
In a related aspect, data is transferred in a system comprising a CPU and a main memory connected within the system through a chip set. A GPU and PPU may be connected within the system through a local bus, such as a PCI bus.
Animation data used by the GPU to render a scene on a display device is preferably stored in a GPU memory adapted to receive animation data from the main memory, or optionally, directly from PPU memory.
In yet another related aspect, the system provided by the present invention may connect the PPU and GPU though a single local bus or multiple buses. In one preferred embodiment the GPU is connected though a high bandwidth bus, such as an Accelerated Graphics Port (AGP) bus, and the PPU is connected through a PCI or PCI express bus.
In another aspect, the present invention provides a system comprising a processor. The processor comprises a CPU and a GPU connected to an L2 cache and a bus interface, a Input/Output (I/O) interface connected to the bus interface, and a memory controller connected to the bus interface. The system also comprises a main memory connected to the processor through the memory controller, a chip set connecting a local bus to the processor through the I/O interface, and a PPU connected within the system through the local bus.
In still another aspect, the present invention provides a system comprising a processor like the one described above, except for the addition of another data processing element (or core) implementing the PPU. That is, the PPU is pulled into the processor as a separate processing core logically grouped with the CPU and GPU processing cores. In this preferred embodiment, the CPU, GPU, and PPU receive data from a common L2 cache and/or a main system memory.
The present invention further provides a method of rendering an animation in a system like any ones described herein. The method preferably comprises storing application data in the main memory, transferring simulation data from the main memory to a memory associated with the PPU, running a physics simulation on the PPU in relation to the simulation data, returning physics data from PPU memory to the main memory, transferring animation data from the main memory to a memory associated with the GPU, and rendering the animation in relation to the animation data stored in GPU memory.
The present invention still further provides a method of rendering an animation on a display device associated with a system like the ones described herein in which the CPU generates a first portion of the animation while the PPU is generating physics data. At least the first portion of the animation data is stored in memory and the animation is rendered by the GPU using the animation data. The physics data may be a second portion of the animation data, or be used by the CPU to generate a second portion of the animation data.
The drawings, taken together with the foregoing discussion, the incorporated references, and the detailed description that follows describe several preferred embodiments of the present invention. The drawings include the following:
The present invention extends the former recognition that conventional software-based solutions to physics simulations have limits that affect their practical usefulness within the execution of emerging applications. Graphics-intensive applications, such as PC and console games, benefit greatly from the real-time incorporation of many more active objects and features (hereafter "object/features") and related forces than can be reasonably simulated using specialty software run on a general purpose CPU.
Accordingly, the present invention approaches the problem of generating complex, visually realistic animations, and therefore executing the underlying software components—both graphics related and physics related—from an entirely different perspective. Unlike conventional solutions, the present invention preferably relies on a hardware-based Physics Processing Unit (PPU). This additional hardware may be provided by a separate processing unit connected within the system via a local bus, or by a separate processing core provided in a multi-core processing unit. However configured, and in cooperation with the CPU provided by a host system, the PPU provides the enormous, additional, and highly specialized processing capabilities required to implement complex, real-time, physics-enhanced applications and render the associated graphics.
The additional computation capabilities provided by the PPU may be applied to the generation of "animation data" as well as "physics data." The general computation and transfer of physic data, as well as the instruction programming necessary to execute related physics subroutines within a PPU-enhanced system, have been described in various exemplary embodiments contain in commonly assigned U.S. patent applications Ser. Nos. 10/982,791 and 10/982,764 concurrently files on Nov. 8, 2004. The subject matter of these applications is hereby incorporated by reference.
The terms "animation data" and "physics data" are used to distinguish potential differences inherent in the generation and transfer of various data types within the system. In some circumstances, physics data and animation data are directly related one to another. In other circumstances, physics data and animation data are completely unrelated. Thus, the distinction between these two data types is meant to be descriptive rather than limiting.
Generally speaking, animation data defines the visual representation of object/features in a scene as rendered by the GPU. Animation data includes, for example, data defining the position, orientation, and/or movement of object/features in the scene. Animation data also includes data defining the shape of deformable object/features (e.g., soft objects, cloth, fluid, smoke, vegetation, etc.). Several aspects related to the generation and use of animation data within a PPU-enhanced system will be described in the context of a "fluid" example. The fluid object/feature may take the form of an animated body of water for instance.
Like many deformable bodies, the shape of a fluid object/feature is conventionally defined by a mesh of geometric shapes, such as triangles or polygons. A triangle mesh is assumed for purposes of this description. As is conventionally understood, the triangle mesh is defined by an array of vertex data, each vertex data element corresponding to the position of one point of a constituent triangle in the mesh, and/or data identifying vertices that form the individual triangles. These two forms of data are generally referred to as the "vertex buffer" and "index buffer", respectively. The body of "vertex data" defines a field of (visually) small, interconnected triangles which define the frame-by-frame shape of the fluid object/feature. Vertex data is an excellent example of animation data, since such data structures are conventionally used by the GPU to render the associated object/feature in an animation scene.
In a conventional system, CPU resources are used to calculate the movement of fluid object/feature on a frame-by-frame basis. Movement of the object/feature is really determined by calculating the re-positioning and/or re-orientation of the individual vertexes forming the vertex mesh defining fluid object/feature. As can be imagined, calculating the movement of the fluid object/feature requires a considerable number of calculations. In conventional systems, this vast multiplicity of computations must compete with every other computational requirement placed on the CPU by the main application. However, as presently preferred in a PPU-enhanced system, the great bulk of these computations are exported from the host system to the PPU.
As will be described in some additional detail below, physics data generated by the PPU may be used, either directly or indirectly (i.e., with some intervening additional processing provided by the host system), to generate some forms of animation data. As a result, much of the burden associated with the generation of animation data may be shifted from the host system to the PPU. Indeed, the PPU is generally much better adapted to the execution of the numerous computations required to generate certain forms of animation data. By using the PPU to generate certain types of animation data, such data is more rapidly and efficiently generated within the system, and CPU resources are freed up to address other demands made of the application.
A principal object of many emerging applications is the real-time rendering of highly realistic animations responsive to a user's input or direction. PC and console games are ready examples of this broad class of applications. The visual display of 3-D graphics is accomplished by means of three (3) related processing stages: tessellation, geometry, and rendering. These processing stages are implemented in a sequence of pipelined instruction executions and resulting data transfers. In the tessellation stage, objects/features are decomposed into geometric primitives (e.g., triangles and/or polygons) for simplified processing. During the geometry stage tessellated object/features are transformed. Transformation is a generic term describing a process typically characterized by a sequence of complex mathematical operations, such as translating, rotating, and projecting. The rendering stage rasterizes the geometrically manipulated primitives into display pixels and applies certain visual effects to the pixel data, such as texture mapping, Z-buffering, depth cueing, anti-aliasing, and MIP mapping.
Conventional 3-D graphics pipelines are implemented using the combined resources of a CPU and GPU. That is, the computational resources (e.g., the floating-point units) provided by the CPU are generally applied to the tessellation and geometry stages. Rendering has traditionally been accomplished using GPU resources, although recent trends have seen the operations associated with the geometry stage exported from the CPU to the GPU.
In a PPU-enhanced system, PPU resources may be used to execute the many, if not all, of underlying computational operations typically required in the tessellation and geometry stages of an animation process. The actual use or involvement of the PPU in the tessellation and geometry stages of an animation process will of coarse vary by design and in accordance with system priorities. However, certain presently preferred PPU uses and related guidelines for PPU uses are described below.
The use of a PPU in the tessellation and geometry stages of an animation process is likely to vary by object/feature type. For example, nearly all of the computational operations associated with the tessellation and geometry stages of a deformable object/feature animation are preferably performed using PPU resources. Whereas, the geometry stage-related operations of translation, rotation, and projection, as applied to rigid bodies, are preferably performed using GPU and/or CPU resources. This having been said, the forces and torques acting upon rigid bodies are preferably calculated using PPU resources. Once such "force-related" physics data is calculated by the PPU, the PPU then calculates the new translation and rotation of rigid bodies. Then, the translation and rotation data is transferred to the host system and used by the CPU or GPU to translate and rotate rigid bodies associated with a current animated frame.
Before continuing with a discussion of PPU involvement with the generation and transfer of animation data several exemplary hardware embodiments will be described. A first exemplary embodiment of a hardware architecture defined in relation to the present invention is shown in
Data from a main application is generally provided to the system shown in
In a conventional system, some portion of the application data transferred to main memory 30 is subsequently transferred from main memory 30 and loaded into L1 cache 11 and/or L2 cache 12 preparatory to the execution of instructions and operations by CPU 10. In a conventional system, the CPU is the sole computational platform for generating physics data, animation data, etc.
However, in a PPU-enhanced system, some portion of the application data is physics simulation data, (e.g., data related to computational operations performed by the PPU). Simulation data is transferred by chip set 20 from main memory 30 via the local bus 22 to a PPU memory 45 associated with PPU 44. (Hereafter, PPU memory 45 will not be shown in the drawings, but is assumed as part of an overall "PPU system" generally indicated as PPU 44). PPU 44 thereafter performs computational operation(s) related to the physics data.
As has been noted above and will be described in greater detail hereafter, the PPU is capable of generating both physics data and animation data. Animation data is data ready for consumption by the GPU. All other data returned by the PPU to the host system is generally termed "physics data." The "generation" of both physics data and animation data is accomplished by the execution of one or more logical and/or mathematical operations. These logical and mathematical operations generally calculate the changing relationships of animated object/features in a time-wise progression of frames. The GPU renders the animation on a display device on a frame-by frame basis in response to animation data derived directly from the PPU, animation data derived solely within the host system, and/or animation data derived in the host system based, wholly or in part, upon physics data derived from the PPU.
Accordingly, physics data and/or animation data resulting from the PPU-executed computational operations is typically returned to main memory 30. Animation data stored in main memory 30 is subsequently transferred from main memory to GPU memory 41. Direct Memory Access (DMA) operations are preferably used to transfer: application data from a peripheral to main memory 30; simulation data from main memory 30 to PPU memory 45; and, animation data from main memory 30 to GPU (video) memory 41.
In the example shown in
However, emerging systems often benefit from the incorporation of one or more additional data transfer mechanisms.
Further improvements in the system's overall computational efficiency are provided by an improved CPU architecture, such as that provided by Pentium� II type processors. Within
There are a number of difficult issues that must be addressed in both of the foregoing architectures. One issue relates to the efficient use of memory resources and the transfer of data between the plurality of memories within the system. That is, the system of
In systems where direct data transfers between PPU memory 45 and GPU memory 41 are not available, animation data stored in PPU memory 45 following the completion of PPU computations may be rapidly prefetched using main memory 30 as a transfer point. That is, animation data is transferred from PPU memory 45 to main memory 30 and thereafter transferred from main memory 30 to GPU memory 41. Alternatively, however, the delay and inefficiency inherent in such two-stop data transfers may be eliminated by a direct transfer of animation data from PPU memory 45 to GPU memory 41.
There are certainly instances where direct animation data transfers from the PPU memory 45 to GPU memory 41 are not possible. As noted above, some physics data generated by the PPU requires additional processing by the CPU in order to generate animation data. In such instances, some or all of the PPU generated physics data must first be transferred to either main memory 30 or a data cache associated with CPU 10.
The dedicated AGP bus provided by the embodiment shown in
Recent attempts to address data bottlenecking and to reduce the need for prefetching animation data to a GPU memory have resulted in the design of highly integrated, multimedia processors, preferably formed on a unitary silicon die. An exemplary block level diagram of such a processor 8 is shown in
Chip set 20 supplies a local (e.g., PCI) connections to system peripherals, including, for example, disk drive 43 and PPU 44. A sound card, a LAN controller, a fast serial link (e.g., a IEEE 1394 "firewire" bus), and/or relatively slow I/O ports for peripherals such as a keyboard and mouse may also be conventionally connected to processor 8 through chip set 20.
Memory controller 60 bridges processor 8 to main memory 30 and may provide data compression/decompression to reduce the bandwidth of traffic crossing over memory bus 31. Main memory 30 and memory controller 60 preferably implement one or more RAMBUS, fast SDRAM, DDR, of GDDR type protocol(s). GPU 40 preferably provides at least TFT, DSTN, RGB, or similar type video output to an external display device.
The system of
Within the context of a PPU-enhanced system like the one shown in
With three separate processing cores accessing data from one or more common data caches and/or main memory 30 considerable attention must be paid to potential problems of bus contention and data integrity. For example, a hierarchal cache configuration is almost certainly necessary with this architecture. The hierarchal cache configuration preferably includes a cache controller and shared bus 17 connecting CPU 10, GPU 40, and PPU 44 through L2 cache 12 with bus interface 50. In conjunction with memory controller 60, bus interface 50 fills L2 cache 12 from main memory 30.
The L2 cache will preferably include several designated portions respectively assigned to the exclusive use of a corresponding processing unit (e.g., the CPU, GPU or PPU). Conventional sand-box partitioning, set associated swap areas, or similar techniques, together with conventional bus contention resolution techniques may be used to implement and control the hierarchical cache configuration.
An exemplary flow of data between system elements will now be described with reference to the system shown in
When executing the PC game using system resources, the CPU essentially runs a game engine, a graphics API, a PPU API, and related device drivers. The game engine comprises game specific software and typically includes packages directed to the implementation of AI, user input (e.g., keyboard, joystick, mouse, etc.) processing, sound processing, scene rendering, and general animation. Animation software manages the playback of artist scripted key-frame animations. The game engine software interpolates motion (e.g., positions and rotations) of object/features between defined key-frames, and blends multiple key-framed sequences as need.
The graphics API provides a standard software interface for the game engine to access the functionality provided by the GPU card. Conventional graphics APIs include D3D (by Microsoft, Inc.) and OpenGL. The device driver software manages communication between the graphics API and the GPU hardware. The animation data typically sent to the GPU through use of the graphics API and related device drivers includes, as examples, vertex buffers, triangle strips, texture maps, and a command stream containing various commands to control the rendering of the scene by the GPU.
Much of the animation data sent to the GPU, especially large data structures such as vertex buffers and texture maps, are generally stored in main memory 30. Main memory 30 often comprises a specialized (i.e., a specifically designated) section called an AGP aperture that enables data transfers from main memory 30 to GPU memory 41.
The physics API provides a software interface for the game engine to access various physics simulation functionality provided by PPU 44. Typical simulation data transferred from the host system to the PPU through the physics API and related PPU device drivers includes: static data, inputs, parameters, updates to persistent state data, and a stream of commands to the PPU. The commands are used to control the physics simulation, or to query various elements of state data. For example, the application running on the host system CPU may need to know the current position, velocity and/or orientation of an object/feature in the simulation. Other commands may instruct the PPU to send, as returned physics data, selected portions of the simulation state data to the host after selected simulation time-steps. In response to these types of commands, the PPU writes physics data, generally via a DMA transfer, from PPU memory 45 to main memory 30. Once stored in main memory 30, the physics data may be accessed by host system components under the direction of the game engine and through the physics API.
Within a PPU-enhanced system, the GPU will typically require access to at least some portion of the simulation state data (e.g., data defining the current position and orientation of a rigid body, or a vertex buffer) stored in PPU memory in order to properly render a scene. Since the physics data to-be-returned may be quite voluminous, and since this data must sometimes be updated in main memory during each animation frame, it is important to transfer the required physics data as quickly as possible. This is true whether the physics data requires additional processing or is ready for immediate consumption by the GPU, as animation data. Where the main memory contains an AGP aperture (or similar designated memory portion), the PPU preferably returns physics data directly to the AGP aperture. Once the PPU-derived animation data is loaded into main memory 30, the CPU can issue a command to the GPU to render the scene using the data in main memory.
The flowchart shown in
The flowcharts shown in
Once the rigid body position data is updated in the PPU memory, it is transferred to the host system (203) where it is made available to the GPU (204) and used to render the rigid body within the scene (205). Of note, the rigid body position data derived by the PPU may be considered either physics data or animation data depending on its nature and the particular data input capabilities of the GPU. For example, where the rigid body position data is expressed as a mesh data structure, it may well be used as animation data suitable for direct consumption by the GPU. Where, however, the rigid body position data is expressed as a primitive, further CPU processing is normally required since conventional GPUs are not adapted to the direct input of such primitive data structures. Even where the rigid body position data is expressed as a mesh data structure otherwise acceptable as an input to the GPU, further CPU processing may be desirable. For example, the CPU may provide a higher resolution mesh for the rigid body and use the PPU-derived translation and rotation data to transform the vertices of the higher resolution mesh.
The flowchart of
A smooth particle hydrodynamics (SPH) subroutine being run on the PPU computes physics data related to the fluid from the fluid inputs received from the host system (302). For example, the SPH subroutine computes the forces acting on the fluid particles. Taking these forces into account, the (updated) acceleration, velocity, and position for each fluid particle is calculated. Taking the fluid particle position data into account, a mesh data structure is generated to represent the surface of the fluid. The mesh data structure generally consists of an array of vertex position data (the "vertex buffer"), and data identifying the vertices of the triangles forming the mesh (the "index buffer"). The PPU may also compute for each respective vertex, a vector representing the surface normal direction at the vertex (the "normal data").
Taken together, the vertex data, index data, and normal data form "fluid animation data" typically requiring no additional processing by the CPU. As a result, the fluid animation data is transferred to the GPU (303) and used to render the fluid in the scene (304). Transfer of the fluid animation data may occur through the main memory or directly between the PPU memory and the GPU memory.
The fluid animation data may be used for purposes within the PPU. For example, the fluid data may also be used to determine collisions between the fluid and other object/features in the scene.
The foregoing embodiments and related methods are teaching examples of the present invention. Many specific adaptations and modifications may be made to these embodiments. For example, as has been noted above with respect to
As previously noted the GPU and PPU memories shown in
In sum, many different system architectures may be used to one or more methods rendering an animation on a display device associated with a system. Within these method(s) some (first) portion of the animation data may be generated using CPU resources. While the CPU is generating the first portion of the animation data, the PPU is simultaneously and in parallel, at least in part, generating physics data. The physics data may be, in fact, another (second) portion of the animation data, or it may serve as an input to the CPU generation of the second portion of the animation data.
Whether generated in the CPU, the PPU, or a combination of the CPU and PPU, all portions of the animation data are ultimately stored in memory (e.g., L2 cache, GPU memory and/or main memory) before being rendering using the GPU resources.
A myriad of implementation adaptations and modifications to the working example presented herein will be readily apparent to those of ordinary skill in the art. However, these adaptations and modifications fall within the scope of the present invention which is defined by the attached claims.
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|U.S. Classification
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|International Classification
|Cooperative Classification
|European Classification
|Feb 10, 2005
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Rad Law Firm, P.C. is experienced in all types of personal injury and insurance matters. In the unfortunate event that you or a loved one is injured, we can help. We are a Dallas personal injury law firm that is eager to take your case and help you get what is rightfully yours.
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Shook & Gunter, Attorneys at Law
Dallas, Texas Criminal Defense and DWI Attorneys(214) 850-9229
Shook Gunter & Wirskye represents clients who are facing serious criminal accusations in the Dallas, Texas area. We handle cases involving DWI defense, drug crimes, sex crimes and a wide range of other criminal defense matters. Our lawyers approach every case as a team, drawing upon...
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Modjarrad & Abusaad Law Firm
Dallas Criminal Defense Attorneys(972) 789-1664 or (866) 789-1664
Modjarrad & Abusaad Law Firm was founded on the principal of offering large law firm service with small law firm attention. Building on this philosophy, Modjarrad & Abusaad Law Firm has grown to provide our clients with an energetic, agile, and responsive staff of attorneys who focus...
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Robinius & Harper, L.L.P.
Criminal Lawyers in Garland, Texas(214) 736-1146
Robinius & Harper, L.L.P. is a criminal law firm located in Garland, Texas. Our attorneys have extensive experience defending the rights of people arrested. We are committed to giving our clients the best legal defense possible on their cases. We work extremely hard to ensure that...
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Bailey & GalyenDallas, TX 75204
Texas Family, Criminal Defense, Personal Injury, & Bankruptcy Attorneys(214) 252-9099
Bailey & Galyen, Attorneys at Law is a full-service law firm based in Bedford, TX providing an extensive range of legal services to clients throughout the surrounding areas of Texas. Over the course of 30 years the firm has established its name as one of the foremost law firms in Texas, earning...
Broden, Mickelsen, Helms & Snipes, LLPDallas, TX 75204
Dallas Criminal Defense Attorneys(214) 720-9552
Broden, Mickelsen, Helms and Snipes LPP is a law firm in Dallas, Texas, dedicated to criminal defense. The firm fights in federal and state courts for clients' rights and freedoms. Although the firm formed in 2015, the attorneys have worked together for 16 years. ; Attorneys at the firm have...
Charles Johnson Law FirmDallas, TX 75202
Texas Criminal Defense Attorneys(214) 234-0111
The Charles Johnson Law Firm is a Texas criminal defense law firm with offices in Dallas, San Antonio, Houston, and Austin. We represent clients in all State and Federal Criminal Courts in the following matters: drug crimes, driving while intoxicated, assault offenses, theft, fraud and homicide....
Clancy & Clancy Attorneys at LawDallas, TX 75204
Criminal Defense Attorneys in Dallas, Texas(214) 740-9955
Clancy & Clancy Attorneys at Law is a criminal defense law firm located in Dallas, Texas that provides representation to clients throughout the surrounding areas. The firm understands how frightening it is to be charged with a crime, and they are prepared to handle any charge from misdemeanors to...
Diaz Law FirmDallas, TX 75244
Texas Criminal Defense and White Collar Crime Lawyers(214) 800-2086
The lawyers at Helms, Roberts & Diaz LLP provide federal and state criminal defense legal services to individuals accused of serious crimes throughout the Dallas-Fort Worth Metroplex. We are a culturally diverse team of lawyers committed to protecting our clients' rights and promoting justice...
Ed Mason, Criminal Defense LawyerDallas, TX 75206
Criminal Defense Lawyer in Dallas, Texas(214) 720-9050
The Law Firm of Ed Mason, Criminal Defense Lawyer, in Dallas, TX, represents those charged with felonies or misdemeanors. The firm provides high-quality legal advice throughout Texas. Since 1981, the firm has defended clients who face drug charges, conspiracy charges, driving while intoxicated...
Holland & Martin, PCDallas, TX 75208
Dallas, Texas Criminal Defense Attorney(214) 453-8800
When you are involved in a situation involving family or criminal law, it can be beneficial to have a trusted attorney by your side. Holland & Martin, PC is a law firm dedicated to representing individuals throughout Dallas who are facing criminal charges or are going through family law matters....


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|Separate WC's
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Hi all.
I recently tried the mesmer and I really like the class and it's potential.
Therefore I decided to go online and look for builds and guides to the class. Im a big fan of guides as they often help me understand my class better in most situations.
However, I have not been able to find many out there! Most of the subjects I seem to come across, Are people saying their mesmer is weak and slow, to wich people respond "you are doing it wrong". But they never really point out how to do it right...
This is why im now asking you all to eighter tell me how to do it right, or point me to a guide or something.
Thanks alot for your time!
1 reply to this topic
Posted 07 September 2012 - 11:42 PM
- 0
Posted 08 September 2012 - 12:36 AM
Keep your illusions up as they are your main sources of damage and don't be stingy with them, shatter when you need to diversion and distortion can save your life. Move around a lot, every other healing skill except for ether feast is crap and if you are really low health using mirror images and then ether feast can put your health back to almost full. Blowi's mesmer guide is very good for pvp so you can check that at too if you like. Taugrim has some good mesmer youtube videos that you could check too. Hope that helps you out!
- 0
Also tagged with one or more of these keywords: leveling, pve
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text: Iron Man 3 16 Jul 2012 Iron Man 3 - Robert Downey Jr. and Don Cheadle Interview - Comic-Con 2012 Robert Downey Jr. and Don Cheadle talk Iron Man 3 at SDCC 2012: Why Iron Man is not Dark Knight, plus Rhodey & Tony Stark's "suit envy"! Share Download Video Subscribe to IGN Prime to access HD video downloads Get IGN Prime Already a Prime member? Please sign in.


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hen a mission to Cuba goes wrong, Sydney is attacked and placed in serious danger of being buried alive in a sealed coffin. Back in Los Angeles, Dixon is exposed to a deadly pathogen released inside APO which is currently in lock down due to the toxin and Marshal (not being in the building at the time due to his home life problems), is the only one who can get to Sydney and save her. Only with com link help from Jack, Vaughn and the others at APO, the socially awkward and field inexperienced Marshal has to finish a very important mission on his own before it's too late.Resumen IMDb.com
|Nombre del documento
|04x13 - Tuesday.srt


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About jdaniel
- Birthday 03/19/1981
Profile Information
Windows 7 x64
jdaniel replied to xper's topic in Site & Forum IssuesCan you please change my username from o_owd to jdaniel or if it's not free then jdaniel19. Thanks in advance.
jdaniel replied to DigeratiPrime's topic in Software Hangoutmay I suggest the free version of Ashampoo Burning Studio ? It has everything. http://download.cnet.com/Ashampoo-Burning-...4-10776287.html
jdaniel replied to jdaniel's topic in Unattended Windows 2000/XP/2003Thanks for the fast reply. I did not knew that it will be executed either OEMPreinstall is set to NO or Yes. I was reading here and it sais : I will try it. My mistake. Thanks again, OJi.
jdaniel posted a topic in Unattended Windows 2000/XP/2003Hello, This could be a stupid question but I am learning... I have my winXP Pro modified. I only want to include updates and a few registry tweaks. This part is done. I want/need to keep "OemPreinstall" set to "No" in "winnt.sif". Now, I read that if "OemPreinstall" is set to "No", setup will not look in "$OEM$" folder. In "$OEM$" folder I have "cmdlines.txt" for my registry tweaks. So if I understand correctly it will not be copied/parsed/executed. Now my question is - How to add/run my registry tweaks and keep "OemPreinstall" set to "No" ? Is there a way to copy the files so I can launch them with "GuiRunOnce" for example ? Thanks in advance, OJi.
jdaniel started following OemPreinstall and reg tweaks
jdaniel replied to goldenwolf33's topic in Hardware HangoutUninstall all ATi drivers you have installed. If you installed drivers from the CD uninstall them all. I had big problems with ASUS drivers. Do not connect the S-Video cable. After the few reboots, install drivers from ATi website, reboot again. Let ATi Catalyst load. After Windows starts, connect the S-Video cable and start ATi Catalyst and set up as you like. When you connect your S-Video cable please unplug your TV. Also make sure that you connected your monitor on the first connector - if you have two (DVI or SUB). There should be numbers near the connector on your VGA card. If not consult your manual. This is really important. I also have a ATi Radeon X1950 Pro and using S-Video output. Thanks, OJi.
jdaniel started following X1950 pro 512mb
jdaniel started following InstallShield v11 process
jdaniel posted a topic in Application InstallsHello, I want to run three InstallShield setups. Two v11 and one v12. Every setup must wait for the previous one to complete. I am not running them unattended. Now, if I run them from the HDD everything works as it should. But it I run them from a DVD/image it does not. When launched from a CD/DVD the InstallShield setup launches another process and exits. At this point my application/installer launches the next setup. I found that there is a switch "/sms" that should keep it from launching another process. I tried but it does not work. Does anyone have any idea ? Thanks in advance, OJi.
jdaniel replied to Romeo26222's topic in LogonUI & Boot Screenswell, i did searched for a backup file. could not find it. there are two options 1 - i am so stupid that i cannot find it 2- there is no backup file anyway, i will try to make my first modified ntoskrnl. as soon as i will get it with the "load palette" thing. thanks.
jdaniel replied to Romeo26222's topic in LogonUI & Boot Screensi did not find any backup of my ntoskrnl. does the BootSkin file (backup) have other name ? thanks
jdaniel replied to Romeo26222's topic in LogonUI & Boot Screensthanks for the quick reply. i will try this asap and i will let you know... it's almost to easy... thanks again
jdaniel replied to Romeo26222's topic in LogonUI & Boot Screensthis would be nice. i found a nice boot skin on another site but it only works with BootSkin. how to make from it an exe file ? ntoskrnl.exe file. to include it on my unattended cd ? thanks in advance.
jdaniel replied to jdaniel's topic in Windows XPthe hotfix is from microsoft. check the link to the ms website in this thread. the hotfix - KB893056 has ~500 KB. we cannot post it here as explained by Maelstorm. you can get it by contacting microsoft or by downloading the 300 MB pack. the pack is not made by ms and it is a collection of hotfixes. the hotfix is in it. OJi.
jdaniel replied to jdaniel's topic in Windows XPhello, i found the hotfix in (WindowsXP Unofficial The Hotfix.net Pack). google it, i cannot write the website here. i installed it, made the changes in registry (http://support.microsoft.com/default.aspx?scid=kb;en-us;893056) and it works. big thanks for your help. OJi.
jdaniel replied to jdaniel's topic in Windows XPhello, thanks for the replies. i followed your steps but the hibernate button still does not appear. on ms website (the link you provided) sais something about a hotfix. i searched the hotfix, i do not have it, autopatcher does not have it, RyanVM's package does not have it. i tried with my virtual machine too. the button does not appear. where do i get the hotfix ? thanks, OJi.
jdaniel replied to jdaniel's topic in Windows XPthanks, that works. did not knew that. but is there a way for that button to stay there ? or replace Stand By with Hibernate ? OJi.
jdaniel replied to laser21's topic in Windows XPright click 'My Computer', goto 'Advanced' tab at 'Startup and Recovery', click 'Settings' and at 'System Failure' unselect 'Automatically restart'. OJi.


text:
EMI Boots CEO Alain Levy
EMI has booted Chairman and CEO Alain Levy and Vice Chairman David Munns from the firm and announced a massive restructuring following dismal yearly results. EMI Group Executive Chairman Eric Nicoli will take over as CEO, where he will "take direct responsibility for the management of EMI Music."
As part of its announcement, EMI also projected a revenue drop of between 6 and 10 percent for the fiscal year ending March 31st. That caused a browning on the London Stock Exchange, where shares tanked in early trading. EMI also outlined significant reductions in both overhead and employees, and a major shift in overall strategy, which includes focusing on markets that can deliver more secure and steady revenue streams. Meanwhile, Levy is expected to leave with a nice golden parachute. According to a company filing, Levy will depart with a base salary of £1 million ($1.95 million), pension benefits totaling £550,000 ($1.07 million), and a bonus of £1.4 million ($2.73 million). (It's good to be the King –Ed.) Levy also carries stock options that could push the total parachute past £7 million ($13.64 million). Overall, EMI pointed to annual savings of £110 million, or $214.4 million, though the one-time restructuring costs could top £150 million, or $292.4 million.


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