CONSOLE ARCHITECTURE
|
|
- Kerrie Wheeler
- 5 years ago
- Views:
Transcription
1 CONSOLE ARCHITECTURE
2 Introduction Part 1 What is a console? Console components Differences between consoles and PCs Benefits of console development The development environment Console game design
3 What is a Console? Consoles are dedicated game machines Nintendo Wii Nintendo GameCube (NGC) Nintendo64 (N64) Sony Playstation 3 (PS3) Sony Playstation 2 (PS2) Sony Playstation (PSX) Microsoft Xbox 360 Microsoft Xbox Sega Dreamcast (DC) Nintendo DS (DS)
4 Console Evolution Super Nintendo (1991) 3.58 MHz (16 bit 6502) 128 Kb RAM Cartridge-based storage (~4 MB / cart) Sony Playstation (1995) 33 MHz MIPS R3000 derivative 2 MB RAM CD-based storage (~650 MB / disc) Sony Playstation 2 (2000) 300 MHz MIPS R5000 derivative 32 MB RAM DVD-based storage (~4 GB / disc) Sony Playstation 3 (2005) 3.2 GHz Power-PC 512 MB Total RAM Blu-Ray (~50GB)
5 Console Hardware Trends Memory wall The "memory wall" is the growing disparity of speed between CPU and memory outside the CPU chip. An important reason for this disparity is the limited communication bandwidth beyond chip boundaries. From 1986 to 2000, CPU speed improved at an annual rate of 55% while memory speed only improved at 10%. This is getting worse, currently potentially hundreds of cycles for cache miss Need to learn how to write cache efficient code Frequency wall CPUs aren't getting faster as quickly as they used to Power wall Moore's Law is starting to run into the laws of Thermodynamics
6
7 Power Density Wall
8 Multi-core, parallel architectures Solution to many hardware challenges Increased performance without increased frequency Simpler CPU architecture No Out of Order Execution Makes the software much harder though Need to learn how to write parallel code Simpler CPU architecture makes memory wall more important
9 Business Trends The rise of the little guy (Wii) Much broader market appeal Rise and Fall of accessories Guitar, DJ turntable, Skateboard, etc. Publishers vs. Gamestop Used game sales are a problem for publishers Games are adding features to delay resale Online, Downloadable Content
10 Differences Over PC Games Output to TV rather than monitor Lower resolution HD helps, but it's still lower resolution Poor colour reproduction (NTSC) HD helps a lot here Limited permanent storage Low capacity memory cards No virtual memory No complex saved games Hard drives available on some Next-Gen consoles (PS3, 360) No keyboard, mouse Makes control systems for FPS, RTS games difficult Custom Controllers Wiimote, steering wheel, guitar
11 Consoles Small memory Slow CPU But has lots of hardware to help out Little, or no operating system This helps the speed deficit somewhat DIY memory management lots of hardware level programming interrupt handlers DMA task scheduling assembly
12 Benefits Fixed target Consoles are dedicated to games Bigger market Consoles are cheaper More people have them PC hardware market is bigger, but a lot of that is for businesses More people buy games More $$$ for developers
13 The Development Environment Programs are written on a host machine PC Mac Linux Games are compiled on the host with a cross-compiler, and downloaded to development system through a network connection
14 The Development Environment The game runs on the development system. Debugging is done remotely Can be across regular network connection (360, PS3) Or custom connection (GameCube, earlier consoles) Rather than burning DVDs, a CD/DVD emulator is used to allow games to test streaming systems, etc. Gamecube has reusable cartridges that emulate discs Xbox has connection to host PC
15 The Development Environment There is no operating system, but there are usually some libraries to help you get started. Lots of variation between consoles PS3 had very sketchy early libraries and tools XBox has great library support Documentation is usually weak, especially when a console is young. PS2 documentation was poorly translated from Japanese, and near useless Xbox & Wii documentation is pretty good
16 Game Design Console architecture can have a large effect on game design: limited memory: reduce size of world or stream from DVD limited network support this is changing low resolution large saved games are not usually possible Controllers affect types of input Console gamers represent a different market Console games are played in a different environment Living room, TV, stereo Party gaming
17 A Third Generation 3D Console XBox 360 released in GHz Xenon (PowerPC) CPU 3 symmetrical 2 way multithreaded cores 512 MB unified memory DVD-ROM ATI Custom Graphics Chip
18 CPU IBM Xenon processor PowerPC instruction set 165 million transistors Three symmetrical cores, two way SMT-capable,clocked at 3.2 GHz SIMD: VMX128 with 2 ( bit) register files for each core. 1 MB L2 cache (lockable by the GPU) running at half-speed (1.6 GHz) with a 256-bit bus 51.2 gigabytes per second of L2 memory bandwidth (256 bit 1600 MHz) 21.6 GB/s Front-Side Bus Dot product performance: 9.6 billion per second GFLOPS theoretical peak performance Restricted to In-order code execution
19 Graphics ATI Xenos 500 MHz GPU, 232 million transistors 10 MB daughter embedded DRAM framebuffer 48-way parallel floating-point dynamically-scheduled shader pipelines Unified shading architecture (each pipeline is capable of running either pixel or vertex shaders) Maximum vertex count: 1.6 billion vertices per second Maximum polygon count: 500 million triangles per second Maximum shader operations: 96 billion per second Maximum Dot product operations: 24 billion per second Support for a superset of DirectX 9.0c API and Shader Model 3.0+
20 Development Environment Visual Studio Graphics uses Direct3D API Documentation, tools and libraries are pretty good Microsoft is a software company
21 Another Third Gen 3D Console PlayStation 3 (PS3) Announced in 2005 Released in GHz Cell (Power PC) 1 PPE (main CPU) 8 SPE (vector processors) 256MB Main Memory 256MB VRAM BluRay Drive NVidia Graphics Chip (RSX)
22 CPU IBM Cell Processor PPE PowerPC instruction set Single core, two way SMT-capable, clocked at 3.2 GHz SIMD: VMX/AltiVec 512 KB L2 cache Restricted to In-order code execution SPE (x8) Vector processor Programmable in C 128bit SIMD registers 256KB embedded RAM (Local Store) Memory Flow Controller (DMA)
23 Graphics NVidia RSX 'Reality Synthesizer' 550 MHz GPU, 300+ million transistors Based on NV47 Chip (Nvidia GeForce 7800 Architecture) Multi-way programmable parallel floating-point shader pipelines Independent pixel/vertex shader architecture 24 parallel pixel-shader ALU pipes 8 parallel vertex pipelines Maximum texel fillrate: 13.2 GigaTexels per second Maximum Dot product operations: 51 billion per second Supports PSGL (OpenGL ES)
24 In Closing Consoles present many interesting challenges. The fixed platform that consoles offer is both advantageous and limiting.
25
Xbox 360 Architecture. Lennard Streat Samuel Echefu
Xbox 360 Architecture Lennard Streat Samuel Echefu Overview Introduction Hardware Overview CPU Architecture GPU Architecture Comparison Against Competing Technologies Implications of Technology Introduction
More informationEvolution of CPUs & Memory in Video Game Consoles. Curtis Geiger & Matthew Meehan
Evolution of CPUs & Memory in Video Game Consoles Curtis Geiger & Matthew Meehan 1 ST GENERATION Magnavox Odyssey first console, released 1972 No CPU or Memory entirely made up of transistors, resistors,
More informationXbox 360 high-level architecture
11/2/11 Xbox 360 s Xenon vs. Playstation 3 s Cell Both chips clocked at a 3.2 GHz Architectural Comparison: Xbox 360 vs. Playstation 3 Prof. Aaron Lanterman School of Electrical and Computer Engineering
More informationThis Unit: Putting It All Together. CIS 371 Computer Organization and Design. What is Computer Architecture? Sources
This Unit: Putting It All Together CIS 371 Computer Organization and Design Unit 15: Putting It All Together: Anatomy of the XBox 360 Game Console Application OS Compiler Firmware CPU I/O Memory Digital
More informationThis Unit: Putting It All Together. CIS 501 Computer Architecture. What is Computer Architecture? Sources
This Unit: Putting It All Together CIS 501 Computer Architecture Unit 12: Putting It All Together: Anatomy of the XBox 360 Game Console Application OS Compiler Firmware CPU I/O Memory Digital Circuits
More informationThis Unit: Putting It All Together. CIS 371 Computer Organization and Design. Sources. What is Computer Architecture?
This Unit: Putting It All Together CIS 371 Computer Organization and Design Unit 15: Putting It All Together: Anatomy of the XBox 360 Game Console Application OS Compiler Firmware CPU I/O Memory Digital
More informationUnit 11: Putting it All Together: Anatomy of the XBox 360 Game Console
Computer Architecture Unit 11: Putting it All Together: Anatomy of the XBox 360 Game Console Slides originally developed by Milo Martin & Amir Roth at University of Pennsylvania! Computer Architecture
More informationOriginal PlayStation: no vector processing or floating point support. Photorealism at the core of design strategy
Competitors using generic parts Performance benefits to be had for custom design Original PlayStation: no vector processing or floating point support Geometry issues Photorealism at the core of design
More informationComputer Systems Architecture I. CSE 560M Lecture 19 Prof. Patrick Crowley
Computer Systems Architecture I CSE 560M Lecture 19 Prof. Patrick Crowley Plan for Today Announcement No lecture next Wednesday (Thanksgiving holiday) Take Home Final Exam Available Dec 7 Due via email
More informationGPGPU, 1st Meeting Mordechai Butrashvily, CEO GASS
GPGPU, 1st Meeting Mordechai Butrashvily, CEO GASS Agenda Forming a GPGPU WG 1 st meeting Future meetings Activities Forming a GPGPU WG To raise needs and enhance information sharing A platform for knowledge
More informationIntroduction to Multicore architecture. Tao Zhang Oct. 21, 2010
Introduction to Multicore architecture Tao Zhang Oct. 21, 2010 Overview Part1: General multicore architecture Part2: GPU architecture Part1: General Multicore architecture Uniprocessor Performance (ECint)
More informationWhat Next? Kevin Walsh CS 3410, Spring 2010 Computer Science Cornell University. * slides thanks to Kavita Bala & many others
What Next? Kevin Walsh CS 3410, Spring 2010 Computer Science Cornell University * slides thanks to Kavita Bala & many others Final Project Demo Sign-Up: Will be posted outside my office after lecture today.
More informationIntroduction to Computing and Systems Architecture
Introduction to Computing and Systems Architecture 1. Computability A task is computable if a sequence of instructions can be described which, when followed, will complete such a task. This says little
More informationParallel Computing: Parallel Architectures Jin, Hai
Parallel Computing: Parallel Architectures Jin, Hai School of Computer Science and Technology Huazhong University of Science and Technology Peripherals Computer Central Processing Unit Main Memory Computer
More informationCSE 591: GPU Programming. Introduction. Entertainment Graphics: Virtual Realism for the Masses. Computer games need to have: Klaus Mueller
Entertainment Graphics: Virtual Realism for the Masses CSE 591: GPU Programming Introduction Computer games need to have: realistic appearance of characters and objects believable and creative shading,
More informationECE 571 Advanced Microprocessor-Based Design Lecture 20
ECE 571 Advanced Microprocessor-Based Design Lecture 20 Vince Weaver http://www.eece.maine.edu/~vweaver vincent.weaver@maine.edu 12 April 2016 Project/HW Reminder Homework #9 was posted 1 Raspberry Pi
More informationIBM "Broadway" 512Mb GDDR3 Qimonda
ffl Wii architecture ffl Wii components ffl Cracking Open" the Wii 20 1 CMPE112 Spring 2008 A. Di Blas 112 Spring 2008 CMPE Wii Nintendo ffl Architecture very similar to that of the ffl Fully backwards
More informationArchitectures. Michael Doggett Department of Computer Science Lund University 2009 Tomas Akenine-Möller and Michael Doggett 1
Architectures Michael Doggett Department of Computer Science Lund University 2009 Tomas Akenine-Möller and Michael Doggett 1 Overview of today s lecture The idea is to cover some of the existing graphics
More informationINSTITUTO SUPERIOR TÉCNICO. Architectures for Embedded Computing
UNIVERSIDADE TÉCNICA DE LISBOA INSTITUTO SUPERIOR TÉCNICO Departamento de Engenharia Informática Architectures for Embedded Computing MEIC-A, MEIC-T, MERC Lecture Slides Version 3.0 - English Lecture 12
More informationGPU Architecture. Michael Doggett Department of Computer Science Lund university
GPU Architecture Michael Doggett Department of Computer Science Lund university GPUs from my time at ATI R200 Xbox360 GPU R630 R610 R770 Let s start at the beginning... Graphics Hardware before GPUs 1970s
More informationSpring 2011 Prof. Hyesoon Kim
Spring 2011 Prof. Hyesoon Kim PowerPC-base Core @3.2GHz 1 VMX vector unit per core 512KB L2 cache 7 x SPE @3.2GHz 7 x 128b 128 SIMD GPRs 7 x 256KB SRAM for SPE 1 of 8 SPEs reserved for redundancy total
More informationMultimedia in Mobile Phones. Architectures and Trends Lund
Multimedia in Mobile Phones Architectures and Trends Lund 091124 Presentation Henrik Ohlsson Contact: henrik.h.ohlsson@stericsson.com Working with multimedia hardware (graphics and displays) at ST- Ericsson
More informationSpring 2009 Prof. Hyesoon Kim
Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationSpring 2011 Prof. Hyesoon Kim
Spring 2011 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationFrom Brook to CUDA. GPU Technology Conference
From Brook to CUDA GPU Technology Conference A 50 Second Tutorial on GPU Programming by Ian Buck Adding two vectors in C is pretty easy for (i=0; i
More informationECE 574 Cluster Computing Lecture 16
ECE 574 Cluster Computing Lecture 16 Vince Weaver http://web.eece.maine.edu/~vweaver vincent.weaver@maine.edu 26 March 2019 Announcements HW#7 posted HW#6 and HW#5 returned Don t forget project topics
More informationCSCI 402: Computer Architectures. Parallel Processors (2) Fengguang Song Department of Computer & Information Science IUPUI.
CSCI 402: Computer Architectures Parallel Processors (2) Fengguang Song Department of Computer & Information Science IUPUI 6.6 - End Today s Contents GPU Cluster and its network topology The Roofline performance
More informationSpring 2010 Prof. Hyesoon Kim. Xbox 360 System Architecture, Anderews, Baker
Spring 2010 Prof. Hyesoon Kim Xbox 360 System Architecture, Anderews, Baker 3 CPU cores 4-way SIMD vector units 8-way 1MB L2 cache (3.2 GHz) 2 way SMT 48 unified shaders 3D graphics units 512-Mbyte DRAM
More informationCell Broadband Engine. Spencer Dennis Nicholas Barlow
Cell Broadband Engine Spencer Dennis Nicholas Barlow The Cell Processor Objective: [to bring] supercomputer power to everyday life Bridge the gap between conventional CPU s and high performance GPU s History
More informationBruno Pereira Evangelista
Bruno Pereira Evangelista Introduction The multi-core era Playstation3 Architecture Cell Broadband Engine Processor Cell Architecture How games are using SPUs Cell SDK RSX Graphics Processor PSGL Cg COLLADA
More informationCS427 Multicore Architecture and Parallel Computing
CS427 Multicore Architecture and Parallel Computing Lecture 6 GPU Architecture Li Jiang 2014/10/9 1 GPU Scaling A quiet revolution and potential build-up Calculation: 936 GFLOPS vs. 102 GFLOPS Memory Bandwidth:
More informationMassively Parallel Architectures
Massively Parallel Architectures A Take on Cell Processor and GPU programming Joel Falcou - LRI joel.falcou@lri.fr Bat. 490 - Bureau 104 20 janvier 2009 Motivation The CELL processor Harder,Better,Faster,Stronger
More informationECE 571 Advanced Microprocessor-Based Design Lecture 18
ECE 571 Advanced Microprocessor-Based Design Lecture 18 Vince Weaver http://www.eece.maine.edu/ vweaver vincent.weaver@maine.edu 11 November 2014 Homework #4 comments Project/HW Reminder 1 Stuff from Last
More informationGPGPU. Peter Laurens 1st-year PhD Student, NSC
GPGPU Peter Laurens 1st-year PhD Student, NSC Presentation Overview 1. What is it? 2. What can it do for me? 3. How can I get it to do that? 4. What s the catch? 5. What s the future? What is it? Introducing
More informationThreading Hardware in G80
ing Hardware in G80 1 Sources Slides by ECE 498 AL : Programming Massively Parallel Processors : Wen-Mei Hwu John Nickolls, NVIDIA 2 3D 3D API: API: OpenGL OpenGL or or Direct3D Direct3D GPU Command &
More informationGraphics Hardware. Instructor Stephen J. Guy
Instructor Stephen J. Guy Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability! Programming Examples Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability!
More informationGPU for HPC. October 2010
GPU for HPC Simone Melchionna Jonas Latt Francis Lapique October 2010 EPFL/ EDMX EPFL/EDMX EPFL/DIT simone.melchionna@epfl.ch jonas.latt@epfl.ch francis.lapique@epfl.ch 1 Moore s law: in the old days,
More informationMulti-Processors and GPU
Multi-Processors and GPU Philipp Koehn 7 December 2016 Predicted CPU Clock Speed 1 Clock speed 1971: 740 khz, 2016: 28.7 GHz Source: Horowitz "The Singularity is Near" (2005) Actual CPU Clock Speed 2 Clock
More informationIntroduction to Microprocessor
Introduction to Microprocessor Slide 1 Microprocessor A microprocessor is a multipurpose, programmable, clock-driven, register-based electronic device That reads binary instructions from a storage device
More informationGraphics Processing Unit Architecture (GPU Arch)
Graphics Processing Unit Architecture (GPU Arch) With a focus on NVIDIA GeForce 6800 GPU 1 What is a GPU From Wikipedia : A specialized processor efficient at manipulating and displaying computer graphics
More informationGraphics Hardware. Graphics Processing Unit (GPU) is a Subsidiary hardware. With massively multi-threaded many-core. Dedicated to 2D and 3D graphics
Why GPU? Chapter 1 Graphics Hardware Graphics Processing Unit (GPU) is a Subsidiary hardware With massively multi-threaded many-core Dedicated to 2D and 3D graphics Special purpose low functionality, high
More informationOptimizing DirectX Graphics. Richard Huddy European Developer Relations Manager
Optimizing DirectX Graphics Richard Huddy European Developer Relations Manager Some early observations Bear in mind that graphics performance problems are both commoner and rarer than you d think The most
More informationCurrent Trends in Computer Graphics Hardware
Current Trends in Computer Graphics Hardware Dirk Reiners University of Louisiana Lafayette, LA Quick Introduction Assistant Professor in Computer Science at University of Louisiana, Lafayette (since 2006)
More informationA Data-Parallel Genealogy: The GPU Family Tree. John Owens University of California, Davis
A Data-Parallel Genealogy: The GPU Family Tree John Owens University of California, Davis Outline Moore s Law brings opportunity Gains in performance and capabilities. What has 20+ years of development
More informationAdvanced Topics In Hardware
Advanced Topics In Hardware You will learn the inner workings of the hardware components introduced in the previous section. Computer Buses: How Information Is Transmitted Carries information between the
More informationUMBC. Rubini and Corbet, Linux Device Drivers, 2nd Edition, O Reilly. Systems Design and Programming
Systems Design and Programming Instructor: Professor Jim Plusquellic Text: Barry B. Brey, The Intel Microprocessors, 8086/8088, 80186/80188, 80286, 80386, 80486, Pentium and Pentium Pro Processor Architecture,
More informationSqueezing Performance out of your Game with ATI Developer Performance Tools and Optimization Techniques
Squeezing Performance out of your Game with ATI Developer Performance Tools and Optimization Techniques Jonathan Zarge, Team Lead Performance Tools Richard Huddy, European Developer Relations Manager ATI
More informationComputer Architecture
Computer Architecture Slide Sets WS 2013/2014 Prof. Dr. Uwe Brinkschulte M.Sc. Benjamin Betting Part 10 Thread and Task Level Parallelism Computer Architecture Part 10 page 1 of 36 Prof. Dr. Uwe Brinkschulte,
More informationSystems Design and Programming. Instructor: Chintan Patel
Systems Design and Programming Instructor: Chintan Patel Text: Barry B. Brey, 'The Intel Microprocessors, 8086/8088, 80186/80188, 80286, 80386, 80486, Pentium and Pentium Pro Processor, Pentium II, Pentium
More informationPart IV. Review of hardware-trends for real-time ray tracing
Part IV Review of hardware-trends for real-time ray tracing Hardware Trends For Real-time Ray Tracing Philipp Slusallek Saarland University, Germany Large Model Visualization at Boeing CATIA Model of Boeing
More informationhigh performance medical reconstruction using stream programming paradigms
high performance medical reconstruction using stream programming paradigms This Paper describes the implementation and results of CT reconstruction using Filtered Back Projection on various stream programming
More informationParallelism and Concurrency. COS 326 David Walker Princeton University
Parallelism and Concurrency COS 326 David Walker Princeton University Parallelism What is it? Today's technology trends. How can we take advantage of it? Why is it so much harder to program? Some preliminary
More informationINF5063: Programming heterogeneous multi-core processors Introduction
INF5063: Programming heterogeneous multi-core processors Introduction Håkon Kvale Stensland August 19 th, 2012 INF5063 Overview Course topic and scope Background for the use and parallel processing using
More informationWindowing System on a 3D Pipeline. February 2005
Windowing System on a 3D Pipeline February 2005 Agenda 1.Overview of the 3D pipeline 2.NVIDIA software overview 3.Strengths and challenges with using the 3D pipeline GeForce 6800 220M Transistors April
More informationGPU Computation Strategies & Tricks. Ian Buck NVIDIA
GPU Computation Strategies & Tricks Ian Buck NVIDIA Recent Trends 2 Compute is Cheap parallelism to keep 100s of ALUs per chip busy shading is highly parallel millions of fragments per frame 0.5mm 64-bit
More informationX. GPU Programming. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter X 1
X. GPU Programming 320491: Advanced Graphics - Chapter X 1 X.1 GPU Architecture 320491: Advanced Graphics - Chapter X 2 GPU Graphics Processing Unit Parallelized SIMD Architecture 112 processing cores
More informationIntroduction to Modern GPU Hardware
The following content are extracted from the material in the references on last page. If any wrong citation or reference missing, please contact ldvan@cs.nctu.edu.tw. I will correct the error asap. This
More informationIntroduction to CELL B.E. and GPU Programming. Agenda
Introduction to CELL B.E. and GPU Programming Department of Electrical & Computer Engineering Rutgers University Agenda Background CELL B.E. Architecture Overview CELL B.E. Programming Environment GPU
More informationOptimizing for DirectX Graphics. Richard Huddy European Developer Relations Manager
Optimizing for DirectX Graphics Richard Huddy European Developer Relations Manager Also on today from ATI... Start & End Time: 12:00pm 1:00pm Title: Precomputed Radiance Transfer and Spherical Harmonic
More informationCentral Processing Unit
Computer Components c 2017 by David W. Gerbing School of Business Administration Portland State University Computer Components Central Processing Unit CPU Characteristics Other Components of a Computer
More informationCSE 591/392: GPU Programming. Introduction. Klaus Mueller. Computer Science Department Stony Brook University
CSE 591/392: GPU Programming Introduction Klaus Mueller Computer Science Department Stony Brook University First: A Big Word of Thanks! to the millions of computer game enthusiasts worldwide Who demand
More informationGPUs and GPGPUs. Greg Blanton John T. Lubia
GPUs and GPGPUs Greg Blanton John T. Lubia PROCESSOR ARCHITECTURAL ROADMAP Design CPU Optimized for sequential performance ILP increasingly difficult to extract from instruction stream Control hardware
More informationSony/Toshiba/IBM (STI) CELL Processor. Scientific Computing for Engineers: Spring 2008
Sony/Toshiba/IBM (STI) CELL Processor Scientific Computing for Engineers: Spring 2008 Nec Hercules Contra Plures Chip's performance is related to its cross section same area 2 performance (Pollack's Rule)
More informationSpring 2010 Prof. Hyesoon Kim. AMD presentations from Richard Huddy and Michael Doggett
Spring 2010 Prof. Hyesoon Kim AMD presentations from Richard Huddy and Michael Doggett Radeon 2900 2600 2400 Stream Processors 320 120 40 SIMDs 4 3 2 Pipelines 16 8 4 Texture Units 16 8 4 Render Backens
More informationLPGPU Workshop on Power-Efficient GPU and Many-core Computing (PEGPUM 2014)
A practitioner s view of challenges faced with power and performance on mobile GPU Prashant Sharma Samsung R&D Institute UK LPGPU Workshop on Power-Efficient GPU and Many-core Computing (PEGPUM 2014) SERI
More informationHow to Write Fast Code , spring th Lecture, Mar. 31 st
How to Write Fast Code 18-645, spring 2008 20 th Lecture, Mar. 31 st Instructor: Markus Püschel TAs: Srinivas Chellappa (Vas) and Frédéric de Mesmay (Fred) Introduction Parallelism: definition Carrying
More informationMemory Systems IRAM. Principle of IRAM
Memory Systems 165 other devices of the module will be in the Standby state (which is the primary state of all RDRAM devices) or another state with low-power consumption. The RDRAM devices provide several
More informationVon Neumann architecture. The first computers used a single fixed program (like a numeric calculator).
Microprocessors Von Neumann architecture The first computers used a single fixed program (like a numeric calculator). To change the program, one has to re-wire, re-structure, or re-design the computer.
More informationIntroduction to the Personal Computer
Introduction to the Personal Computer 2.1 Describe a computer system A computer system consists of hardware and software components. Hardware is the physical equipment such as the case, storage drives,
More informationReal-Time Rendering (Echtzeitgraphik) Michael Wimmer
Real-Time Rendering (Echtzeitgraphik) Michael Wimmer wimmer@cg.tuwien.ac.at Walking down the graphics pipeline Application Geometry Rasterizer What for? Understanding the rendering pipeline is the key
More informationCornell University CS 569: Interactive Computer Graphics. Introduction. Lecture 1. [John C. Stone, UIUC] NASA. University of Calgary
Cornell University CS 569: Interactive Computer Graphics Introduction Lecture 1 [John C. Stone, UIUC] 2008 Steve Marschner 1 2008 Steve Marschner 2 NASA University of Calgary 2008 Steve Marschner 3 2008
More informationPARALLEL PROGRAMMING MANY-CORE COMPUTING: INTRO (1/5) Rob van Nieuwpoort
PARALLEL PROGRAMMING MANY-CORE COMPUTING: INTRO (1/5) Rob van Nieuwpoort rob@cs.vu.nl Schedule 2 1. Introduction, performance metrics & analysis 2. Many-core hardware 3. Cuda class 1: basics 4. Cuda class
More information1. Introduction 2. Methods for I/O Operations 3. Buses 4. Liquid Crystal Displays 5. Other Types of Displays 6. Graphics Adapters 7.
1. Introduction 2. Methods for I/O Operations 3. Buses 4. Liquid Crystal Displays 5. Other Types of Displays 6. Graphics Adapters 7. Optical Discs 1 Structure of a Graphics Adapter Video Memory Graphics
More informationCOSC 6385 Computer Architecture - Data Level Parallelism (III) The Intel Larrabee, Intel Xeon Phi and IBM Cell processors
COSC 6385 Computer Architecture - Data Level Parallelism (III) The Intel Larrabee, Intel Xeon Phi and IBM Cell processors Edgar Gabriel Fall 2018 References Intel Larrabee: [1] L. Seiler, D. Carmean, E.
More informationDiscretes and MultiMarket ICs DMI BL Power 07/08/2002
Discretes and MultiMarket ICs DMI BL Power 07/08/2002 Sony, Playstation, Nintendo, Gamecube, Microsoft and Xbox are trademarks and property of their respective owners. ASPD / page:2 Technical CPU: Sony
More information3D Computer Games Technology and History. Markus Hadwiger VRVis Research Center
3D Computer Games Technology and History VRVis Research Center Lecture Outline Overview of the last ten years A look at seminal 3D computer games Most important techniques employed Graphics research and
More informationGraphics Hardware, Graphics APIs, and Computation on GPUs. Mark Segal
Graphics Hardware, Graphics APIs, and Computation on GPUs Mark Segal Overview Graphics Pipeline Graphics Hardware Graphics APIs ATI s low-level interface for computation on GPUs 2 Graphics Hardware High
More informationCS8803SC Software and Hardware Cooperative Computing GPGPU. Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology
CS8803SC Software and Hardware Cooperative Computing GPGPU Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology Why GPU? A quiet revolution and potential build-up Calculation: 367
More informationGRAPHICS HARDWARE. Niels Joubert, 4th August 2010, CS147
GRAPHICS HARDWARE Niels Joubert, 4th August 2010, CS147 Rendering Latest GPGPU Today Enabling Real Time Graphics Pipeline History Architecture Programming RENDERING PIPELINE Real-Time Graphics Vertices
More informationUC Berkeley CS61C : Machine Structures
inst.eecs.berkeley.edu/~cs61c UC Berkeley CS61C : Machine Structures Lecture 40 Hardware Parallel Computing 2006-12-06 Thanks to John Lazarro for his CS152 slides inst.eecs.berkeley.edu/~cs152/ Head TA
More informationMotivation Hardware Overview Programming model. GPU computing. Part 1: General introduction. Ch. Hoelbling. Wuppertal University
Part 1: General introduction Ch. Hoelbling Wuppertal University Lattice Practices 2011 Outline 1 Motivation 2 Hardware Overview History Present Capabilities 3 Programming model Past: OpenGL Present: CUDA
More informationAll About the Cell Processor
All About the Cell H. Peter Hofstee, Ph. D. IBM Systems and Technology Group SCEI/Sony Toshiba IBM Design Center Austin, Texas Acknowledgements Cell is the result of a deep partnership between SCEI/Sony,
More information! Readings! ! Room-level, on-chip! vs.!
1! 2! Suggested Readings!! Readings!! H&P: Chapter 7 especially 7.1-7.8!! (Over next 2 weeks)!! Introduction to Parallel Computing!! https://computing.llnl.gov/tutorials/parallel_comp/!! POSIX Threads
More informationIntentionally Blank 0
Intentionally Blank 0 Technology in Action Chapter 2 Looking at Computers: Understanding the Parts 1 Understanding Your Computer: Computers are Data Processing Devices Perform four major functions Input:
More informationSave the Nanosecond! PC Graphics Performance for the next 3 years. Richard Huddy European Developer Relations Manager ATI Technologies, Inc.
Save the Nanosecond! PC Graphics Performance for the next 3 years Richard Huddy European Developer Relations Manager ATI Technologies, Inc. A funny thing happened to me ATI is now broadly recognised and
More informationAdding Advanced Shader Features and Handling Fragmentation
Copyright Khronos Group, 2010 - Page 1 Adding Advanced Shader Features and Handling Fragmentation How to enable your application on a wide range of devices Imagination Technologies Copyright Khronos Group,
More informationGENERAL-PURPOSE COMPUTATION USING GRAPHICAL PROCESSING UNITS
GENERAL-PURPOSE COMPUTATION USING GRAPHICAL PROCESSING UNITS Adrian Salazar, Texas A&M-University-Corpus Christi Faculty Advisor: Dr. Ahmed Mahdy, Texas A&M-University-Corpus Christi ABSTRACT Graphical
More informationComputer Architecture. Fall Dongkun Shin, SKKU
Computer Architecture Fall 2018 1 Syllabus Instructors: Dongkun Shin Office : Room 85470 E-mail : dongkun@skku.edu Office Hours: Wed. 15:00-17:30 or by appointment Lecture notes nyx.skku.ac.kr Courses
More informationMANY-CORE COMPUTING. 7-Oct Ana Lucia Varbanescu, UvA. Original slides: Rob van Nieuwpoort, escience Center
MANY-CORE COMPUTING 7-Oct-2013 Ana Lucia Varbanescu, UvA Original slides: Rob van Nieuwpoort, escience Center Schedule 2 1. Introduction, performance metrics & analysis 2. Programming: basics (10-10-2013)
More informationMobile Graphics Ecosystem. Tom Olson OpenGL ES working group chair
OpenGL ES in the Mobile Graphics Ecosystem Tom Olson OpenGL ES working group chair Director, Graphics Research, ARM Ltd 1 Outline Why Mobile Graphics? OpenGL ES Overview Getting Started with OpenGL ES
More informationINTEL Architectures GOPALAKRISHNAN IYER FALL 2009 ELEC : Computer Architecture and Design
INTEL Architectures GOPALAKRISHNAN IYER FALL 2009 GBI0001@AUBURN.EDU ELEC 6200-001: Computer Architecture and Design Silicon Technology Moore s law Moore's Law describes a long-term trend in the history
More informationHomeschool Enrichment. The System Unit: Processing & Memory
Homeschool Enrichment The System Unit: Processing & Memory Overview This chapter covers: How computers represent data and programs How the CPU, memory, and other components are arranged inside the system
More informationThe Central Processing Unit
The Central Processing Unit All computers derive from the same basic design, usually referred to as the von Neumann architecture. This concept involves solving a problem by defining a sequence of commands
More informationCS GPU and GPGPU Programming Lecture 8+9: GPU Architecture 7+8. Markus Hadwiger, KAUST
CS 380 - GPU and GPGPU Programming Lecture 8+9: GPU Architecture 7+8 Markus Hadwiger, KAUST Reading Assignment #5 (until March 12) Read (required): Programming Massively Parallel Processors book, Chapter
More informationLecture 25: Board Notes: Threads and GPUs
Lecture 25: Board Notes: Threads and GPUs Announcements: - Reminder: HW 7 due today - Reminder: Submit project idea via (plain text) email by 11/24 Recap: - Slide 4: Lecture 23: Introduction to Parallel
More informationWilliam Stallings Computer Organization and Architecture 8 th Edition. Chapter 18 Multicore Computers
William Stallings Computer Organization and Architecture 8 th Edition Chapter 18 Multicore Computers Hardware Performance Issues Microprocessors have seen an exponential increase in performance Improved
More informationBacking Storage Media
Backing Storage Media Key Words The following words will crop up as part of the following presentation. You should use your notes sheet to log information about them when it is covered. You will be quizzed
More informationGPU Programming. Lecture 1: Introduction. Miaoqing Huang University of Arkansas 1 / 27
1 / 27 GPU Programming Lecture 1: Introduction Miaoqing Huang University of Arkansas 2 / 27 Outline Course Introduction GPUs as Parallel Computers Trend and Design Philosophies Programming and Execution
More informationExperts in Application Acceleration Synective Labs AB
Experts in Application Acceleration 1 2009 Synective Labs AB Magnus Peterson Synective Labs Synective Labs quick facts Expert company within software acceleration Based in Sweden with offices in Gothenburg
More informationThe Evaluation of GPU-Based Programming Environments for Knowledge Discovery
The Evaluation of GPU-Based Programming Environments for Knowledge Discovery John Johnson, Randall Frank, and Sheila Vaidya Lawrence Livermore National Labs Phone: 925-424-4092 Email Addresses: {jjohnson,
More information