Introduction to Modern GPU Hardware
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1 The following content are extracted from the material in the references on last page. If any wrong citation or reference missing, please contact I will correct the error asap. This course used only and please do NOT broadcast. Thank you. Introduction to Modern GPU Hardware Lan-Da Van ( 范倫達 ), Ph. D. Department of Computer Science National Chiao Tung University Hsinchu, Taiwan Fall,
2 Outline GPU Pipeline GPU Hardware History GPU Hardware Consideration Modern GPU Hardware Architecture NVIDIA GeForce AMD (ATI) Radeon IMG PowerVR ARM Mali GPU Applications Summary 2
3 GPU Fundamentals: Graphics Pipeline Graphics State Application Vertices (3D) Transform & Light Xformed, Lit Vertices (2D) Assemble Primitives Screenspace triangles (2D) Fragments (pre-pixels) Final Pixels (Color, Depth) Rasterize Shade Video Memory (Textures) CPU GPU Render-to-texture A simplified graphics pipeline Note that pipe widths vary Many caches, FIFOs, and so on not shown
4 GPU Fundamentals: Modern Graphics Pipeline Xformed, Lit Vertices (2D) Graphics State Transform Vertex Assemble Application Rasterize Fragment Shade Video Processor & Light Primitives Processor Memory (Textures) Vertices (3D) Screenspace triangles (2D) Fragments (pre-pixels) Final Pixels (Color, Depth) CPU GPU Render-to-texture Programmable vertex processor! Programmable pixel processor!
5 GPU Fundamentals: Modern Graphics Pipeline Graphics State Application Vertices (3D) Vertex Processor Xformed, Lit Vertices (2D) Assemble Geometry Primitives Processor Screenspace triangles (2D) Rasterize Fragments (pre-pixels) Fragment Processor Final Pixels (Color, Depth) Video Memory (Textures) CPU GPU Render-to-texture Programmable primitive assembly! More flexible memory access!
6 History of Graphics Hardware (1/3) - mid 90s SGI mainframes and workstations PC: only 2D graphics hardware mid 90s Consumer 3D graphics hardware (PC) - 3dfx, NVIDIA, Matrox, ATI, Triangle rasterization (only) Cheap: pushed by game industry 1999 PC-card with TnL (Transform and Lighting) 3DFX Voodoo graphics 4MB NVIDIA GeForce: Graphics Processing Unit (GPU) PC-card more powerful than specialized workstations 6
7 History of Graphics Hardware (2/3)
8 History of Graphics Hardware Modern graphics hardware (3/3) Graphics pipeline partly programmable Leaders: AMD(ATI) and NVIDIA - AMD Radeon HD 6990 and NVIDIA GeForce GTX 590 Game consoles similar to GPUs (Xbox) 8
9 Computational Power (1/2) GPUs are fast 3.0 GHz Intel Core2 Duo (Woodcrest Xeon 5160): Computation: 48 GFLOPS peak Memory bandwidth: 21 GB/s peak Price: $874 (chip) NVIDIA GeForce 8800 GTX: Computation: 330 GFLOPS observed Memory bandwidth: 55.2 GB/s observed Price: $599 (board) GPUs are getting faster, faster CPUs: 1.4 annual growth GPUs: 1.7 (pixels) to 2.3 (vertices) annual growth
10 Computational Power (2/2) GPU CPU Courtesy Naga Govindaraju
11 Flops Comparison on GPU and CPU
12 Memory Bandwidths Comparison of CPU and GPU
13 Motivation Why are GPUs getting faster so fast? Arithmetic intensity the specialized nature of GPUs makes it easier to use additional transistors for computation Economics multi-billion dollar video game market is a pressure cooker that drives innovation to exploit this property
14 Flexible and Precise Modern GPUs are deeply programmable Programmable pixel, vertex, and geometry engines Solid high-level language support Modern GPUs support real precision 32-bit/64-bit floating point throughout the pipeline High enough for many applications DX10-class GPUs add 32-bit integers
15 Graphics Hardware Consideration (1/2) GPU = Graphics Processing Unit Vector processor Operates on 4 tuples Position ( x, y, z, w ) Color ( red, green, blue, alpha ) Texture Coordinates ( s, t, r, q ) 4 tuple ops, 1 clock cycle SIMD [ Single Instruction Multiple Data ] ADD, MUL, SUB, DIV, MADD,
16 Graphics Hardware Consideration (2/2) Pipelining Number of stages Parallelism Number of parallel processes Parallelism + pipelining Number of parallel pipelines
17 Outline GPU Pipeline History of GPU Hardware GPU Hardware Consideration Modern GPU Hardware Architecture NVIDIA GeForce AMD (ATI) Radeon IMG PowerVR ARM Mali Summary 17
18 Growth of NVIDIA GPU Performance matrices Since 2000, the amount of horsepower applied to processing 3D vertices and fragments has been growing at a remarkable rate.
19 Growth of NVIDIA GPU
20 NVIDIA GeForce 7900 GTX
21 Nvidia Graphics Card Architecture GeForce-8 Series 12,288 concurrent threads, hardware managed 128 Thread Processor cores at 1.35 GHz == 518 GFLOPS peak Host CPU Work Distribution IU IU IU IU IU IU IU IU IU IU IU IU IU IU IU IU SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP SP Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory Shared Memory TF TF TF TF TF TF TF TF TEX L1 TEX L1 TEX L1 TEX L1 TEX L1 TEX L1 TEX L1 TEX L1 L2 L2 L2 L2 L2 L2 Memory Memory Memory Memory Memory Memory
22 NVIDIA FERMI
23 FERMI: Streaming Multiprocessor (SM) Each SM contains 32 Cores 16 Load/Store units 32,768 registers Newer FP representation IEEE Two units Floating point Integer
24 FERMI: Results
25 FERMI: Comparison
26 Kepler: Core Architecture
27 Maxwell: Core Architecture %E5%8F%B2%E4%B8%8A%E6%9C%80%E9%A B%98%E6%95%88GPU%EF%BC%9ANVIDIA- Maxwell%E6%9E%B6%E6%A7%8B
28 Kepler vs Maxwell Comparison %E5%8F%B2%E4%B8%8A%E6%9C%80%E9%AB%98%E6%95%88GPU%EF%BC%9ANVIDIA- Maxwell%E6%9E%B6%E6%A7%8B
29 Pascal: Core Architecture
30 Volta: Core Architecture
31 Pascal vs Volta Comparison
32 09/02/11
33 NVIDIA ULP-Geforce (Tegra2) 33
34 NVIDIA ULP-Geforce (Tegra3) 34
35 Tegra Roadmap 09/02/11
36 Mobile Roadmap 09/02/11
37 ATI Radeon X1900 XTX Features of ATI Radeon X1900 XTX Core speed 650 MHz 48 pixel shader processors 8 vertex shader processors 51 GB/s memory bandwidth 512 MB memory
38 Parallel Processes ATI Radeon X1900 XTX High Memory Bandwidth GPU 650MHz High bandwidth 51GB/s Graphics memory ½ GB Graphics Card Output CPU 3GHz High bandwidth 77GB/s Processor Chip Cache ½ MB 3GB/s AGP bus 2GB/s AGP memory ½ GB Main memory 1GB
39 ATI Radeon 9700 Parallelism + pipelining: ATI Radeon vertex pipelines 8 pixel pipelines
40 Radeon Comparison 09/02/11
41 IMG PowerVR Series5XT (SGXMP) 41
42 IMG PowerVR Series5XT (SGXMP) Shader-driven Tile-Based Deferred Rendering (TBDR) architecture Fully programmable GPU using unique USSE architecture All SGX cores support OpenGL ES 2.0/1.1, OpenVG 1.1, OpenGL 2.0/3.0 and DirectX 9/
43 IMG PowerVR Series6 (Rogue) 43
44 IMG PowerVR Series6 (Rogue) Support OpenGL ES 3.0, OpenGL ES 2.0, OpenGL 3.x/4.x, OpenCL 1.x and DirectX10 with certain family members extending their capabilities to full WHQL-compliant DirectX11.1 functionality 44
45 IMG PowerVR 7XT Plus 45
46 IMG PowerVR 7XT Plus 46
47 Features of ARM Mali 47
48 ARM Mali
49 ARM Mali
50 ARM Mali-400MP 50
51 ARM Mali-450MP 51
52 ARM Mali-T604 52
53 ARM Mali-T604 GPGPU (support OpenCL 1.1) Tri-pipe architecture The first GPU based on the Midgard architecture True IEEE double-precision floating-point math in hardware for Full Profile The Job Manager within Mali-T600 Series GPUs offloads task management from the CPU to the GPU 5x performance improvement over previous Mali graphics processors. 53
54 ARM Mali-T /10/2018
55 ARM Mali-T678 55
56 ARM Mali-T678 50% performance improvement compared to the Mali- T
57 ARM Mali-T760 57
58 ARM Mali-T880 58
59 ARM Mali Comparison 59
60 ARM Mali Comparison 60
61 Applications (1/7) Includes lots of applications Ray-tracer Image segmentation FFT/Linear Algebra -bunny.jpg canrep/stanford-bunny-cebal-ssh.jpg
62 Applications (2/7) 09/02/11
63 Applications (3/7)
64 Applications (4/7) 09/02/11
65 Applications (5/7) 09/02/11
66 Applications (6/7) AR and VR Applications 09/02/11
67 Applications (7/7) conomy/publish-482.htm 09/02/11
68 GPU Solve ALL Problems?
69 GPU Solve ALL Problems?
70 Summary Understand the GPU pipeline in depth Understand the motivation of of GPU hardware Understand modern GPU hardware architecture and specifications Understand GPU/GPGPU applications and key problems 70
71 Reference GPU Architecture & CG, Mark Colbert, 2006 Introduction to Graphics Hardware and GPUs, Yannick Francken, Tom Mertens GPU Tutorial, Yiyunjin, 2007 Evolution of GPU and Graphics Pipelining, Weijun Xiao Commercial product website (NVIDIA, ATI, IMG, ARM). Referencing SIGGRAPH 2005 Course Notes from David Luebke Adapted from: David Luebke (University of Virginia) and NVIDIA Jan Verschelde, MCS 572 Lecture 27, Introduction to Supercomputing, 17 March 2014 Acknowledgement: Thanks for TA s help for preparing the material. 71
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