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Evolutions of GPU Architectures Andrew Coile CMPE220 3/2007
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System Architecture CPU North Bridge South Bridge System Memory GPU Graphics Memory 6.4 GB/sec Other Peripherals Up to 35 GB/sec 6.4 GB/sec or more Up to 8 GB/sec To Display
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NVIDIA GeForce 6 425 MHz internal graphics clock 550 MHz memory clock 600 million vertices/second 6.4 billion texels/second 12.8 billion pixels/second
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NVIDIA GeForce6 6 four-wide fp32 vector MADs per clock cycle in the vertex processor, plus one scalar function 16 four-wide fp32 vector MADs per clock cycle in the fragment processor, plus 16 four-wide fp32 multiplies per clock cycle 64 pixels per clock early z-cull (reject rate)
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Vertex Processor
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Fragment Processor
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Non-graphic applications
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Data Formats fp32 - similar to IEEE single- precision fp16 - reduced precision Dedicated normalization hardware Optimized for Multiply-Accumulate Lower bandwidth & storage
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GeForce 8800 Supports DirectX 10 (needs Vista) 128 processing elements, in 8 groups can be used as vertex, fragment, geometry, or physics processors as needed 1.35 GHz clock 10-bit DACs for more colors
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Advances made possible 16x anti-aliasing technology HDR (High Dynamic Range) uses fp32 instead of fp16 for lighting effects SLI permits two cards to work together Native DirectX 10 integer support Reference card for DX10 implementation
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Features Supported Support for HD “PureVideo” decoding HD, Blu-Ray, 3:2 & 2:2 pull-down, etc. WMV, Mpeg-2, H.264 Resolutions up to 2560x1600 520 Gigaflops raw shader horsepower
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Separate mode for GPGPU
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GeForce 68800
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Conclusion More flexible architecture allows for more realistic games and simulations Next generation has more support for general-purpose computing Raw processing power available is remarkable
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References Pharr, M. (Ed); Kilgariff E. & Fernando, R. (2005) “The GeForce 6 Series GPU Architecture” GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation. NVIDIA Corp. NVIDIA GeForce 8800 GPU Architecture Overview, NVIDIA Corp, November 2006
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