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Rendering pipeline: The hardware side
Zoltán Szandtner, college assistant lecturer of Department of Basic and Technical Sciences of DGC 3D Graphics Professional Days 2016.
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I. Why are GPUs important?
Figure 1 – Intel CPU Trends [1] 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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II. The graphics pipeline /1
Traditional pipeline …and its modern implementation Figure 2 – Graphics Pipeline [WikiMedia Commons] In layman’s terms Figure 3 – OpenGL infographic by Shamus Young [2] 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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II. The graphics pipeline /2
Figure 3 – OpenGL infographic by Shamus Young [2] 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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III. Brief history of Graphics Cards & GPUs /1
Figure 4 – IBM Monochrome Display Adapter [Wikimedia Commons] „1st generation”: Focus on 2D end of the pipeline improving resolution & color depth SVGA standard On-board RAMDAC buffer video memory precursor 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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III. Brief history of Graphics Cards & GPUs /2
Figure 5 – 3Dfx Voodoo [vgamuseum.ru] 2nd generation: 3D accelerators & 1st GPUs Graphics APIs: Glide, OpenGL, DirectX Hardware is a fixed-function pipeline, i.e. fixed, „built-in math operations” 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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III. Brief history of Graphics Cards & GPUs /3
Figure 6 – GeForce3 ti [vgamuseum.ru] 3rd generation: GPUs with programmable shader support First pixel, then vertex shaders are programmable Shader „languages”: GLSL (OpenGL), HLSL (DirectX) 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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III. Brief history of Graphics Cards & GPUs /4
Figure 6 – ATI Radeon HD 2000 [vgamuseum.ru] 4th generation: Modern GPUs with Unified Shader Architecture Figure 7 – Fixed-function vs Unified Shader Models [WikiMedia Commons] 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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IV. A note on Intel integrated GPUs:
Figure 8 – GPU market shares Nvidia/ATI/Intel [WikiMedia Commons] „Intel is also doing a lot better with their integrated graphics parts, once the butt of jokes, but they've taken a couple of steps now which are fully competent parts” – John Carmack, 2011 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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V. Modern GPU architecture
Figure 9 – Typical CPU vs GPU circuit area ratios [3] Majority of a GPU wafer assigned to execution units Classic „brainiac” vs. „speedracer” work smart vs. hard 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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Zoltán Szandtner - Rendering pipeline: the hardware side
VI. Why speedracer? Graphics processing (usually) embarrassingly parallel Simpler control is sufficient Workload is greatly predictable Logic optimization can focus on throughput vs latency Data shows very high locality Memory architecture can be likewise throughput focused GPU code (typically) compiled at runtime VLIW like static scheduling can be employed More area can be assigned to execution units 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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VII. NVidia SIMT (CUDA) Architecture in Detail /1
Figure 10 – CUDA blocks & memory model [3] 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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VII. NVidia SIMT (CUDA) Architecture in Detail /2
Figure 11 – SMP architecture [4] Figure 12 – Maxwell GPU architecture [4] Grid Entire GPU; Block SMP; Thread SP 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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VIII. How much faster are GPUs? /1 - Theory
Figure 13 – Theoretical difference [3] 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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VIII. How much faster are GPUs? /2 - Reality
Figure 14 – Measured difference [5] 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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Zoltán Szandtner - Rendering pipeline: the hardware side
Proceedings of the 37th Annual International Symposium on Computer Architecture IX. References [1] H. Sutter, „The Free Lunch Is Over: A Fundamental Turn Toward Concurrency in Software,” Dr. Dobb's Journal, web, vol. 30, no. 3, March 2005. [2] Young Shamus „ The Strange Evolution of OpenGL Part 2”, Twenty Sided Blog, web [3] Nvidia, „CUDA Programming Guide”, web, 2015, CUDA_ProgrammingGuide.pdf [4] Nicholas Wilt, „The CUDA Handbook”, Crawfordsville, Indiana, 2013 [5 ] V. W. Lee, C. Kim, J. Chhugani, M. Deisher, D. Kim, A. D. Nguyen, N. Satish, M. Smelyanskiy, S. Chennupaty, P. Hammarlund, R. Singhal and P. Dubey, „Debunking the 100X GPU vs. CPU Myth: An Evaluation of Throughput Computing on CPU and GPU,” SIGARCH Comput. Archit. News, vol. 1. no.3 , pg , 2010. 3D Graph. Prof. Days 2016. Zoltán Szandtner - Rendering pipeline: the hardware side
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