Graphics Cards and Graphics Processing Units. Ben Johnstone Russ Martin November 15, 2011
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1 Graphics Cards and Graphics Processing Units Ben Johnstone Russ Martin November 15, 2011
2 Contents Graphics Processing Units (GPUs) Graphics Pipeline Architectures 8800-GTX200 Fermi Cayman Performance Analysis Conclusion
3 Graphics Processing Units Processor optimized for graphics processing Very good at parallel processing Designed for computation-heavy operations
4 Graphics History 1981: First PC video cards created by IBM 1984: First processor-based graphics card 1990 s: Advent of 3D graphics, advancements driven by gaming/cad (Computer Aided Design) 1992: OpenGL application programming interface introduced 1999: Nvidia GeForce 256 marketed as world s first GPU 2000 s present: Increased programmability (DirectX), general purpose usage (GPGPU)
5 Why GPUs? Demand for better graphics (3D) Too much work for CPU alone 3D pipeline would add complexity to CPU Solution: offload graphics processing to GPU
6 CPU vs. GPU Less data parallelism More complex control Lower performance goals Memory optimized to reduce latency Serial programming High data parallelism Special purpose HW Memory optimized for high throughput Less emphasis on cache Stream programming
7 Characteristics Stream processing Lots of functional units Several cores (>100) Multiple, light threads Fast memory 2 types of programmable processors: vertex and fragment
8 Instructions Computation-heavy, few memory accesses (has what it needs beforehand) Independent and highly data parallel (same instruction performed on several data elements)
9 Stream Computation/Graphics Pipeline Stream: ordered set of data of the same type Efficiency increases with stream length Kernel: operation performed on an entire stream Stream applications are created by stringing kernels together Creates a graphics pipeline
10 Inside the Pipeline
11 The Vertex Processor Polygonal models are made up of vertices (x,y,z,w) coordinates (r,g,b, α) component colors Vertex processor applies a vertex program Changes position of vertices Makes use of texture cache (modern GPUs only) Output of vertex processor goes to the rasterizer Rasterizer converts primitives into fragments
12 The Fragment Processor AKA: Pixel Shader Fragment: contains all information required to make a pixel Fragment processor performs fragment program Computes final color of pixel Utilizes data from texture cache
13 General Architecture Fatahalian 2009
14 Geforce 8800-GTX200 Architecture Very Close to Tesla Architecture SMP Cores Running up to 768 Threads Each Warps of 32 Threads Each Core Unified Pixel/Vertex Shader Architecture 6 Pairs of L2 Cache and Memory Buses L2 Cache is Read-Only for Textures First card with DirectX 10 Support
15 Geforce 8800 Owens 2007
16 Tesla Architecture GTX200 Luebke 2008
17 Fermi Architecture 40nm Process, 3 Billion Transistors 512 CUDA cores organized into 16 SMPs Each supporting up to 1536 simultaneous threads 16 Load/Store, 16 ALU, 4 Special Purpose Units Each 6 GDDR5 DRAM Interfaces, 40 bit Addresses Cores Clocked at 1.3Ghz+, while Cache is at 600Mhz
18 Fermi Architecture Embedded Unified Shader Architecture Incorporates Tessellation into Vertex, Geometry, and Pixel Shading 8x Double Precision FP Performance over Tesla Distributed Rasterizer L1 Cache - Register Spilling, Stack Operations, and Load/Store only L2 Cache For Textures, Read/Write ECC Memory Protection
19 Fermi Architecture Nickolls and Dally 2010
20 AMD s Cayman Architecture 40nm Technology, 2.64 Billion Transistors Mhz Cores Each Running 4-Wide VLIW Instructions Static Scheduling 8KB L1 Texture Cache Shared L2 Cache 4KB Write Cache OpenCL and DirectCompute instead of CUDA Interleaved ALU Functions All ALU/Execution Units are same, no special units 7840KB of Registers
21 AMD s Cayman Architecture
22 Architecture Comparisons Card Stream Processors Graphics Clock Speed Peak Memory Bandwidth Power Peak GFLOPs Geforce 8800GT Mhz 57.6 GB/s 105 W 504 GTX Mhz GB/s 236 W 933 GTX 480 (Fermi) Mhz GB/s 250 W Radeon HD 6950 (Cayman) Mhz 160 GB/s 200 W 2253
23 Performance Metrics Based on Warp Parallelism Memory Warp Parallelism How many concurrent memory requests # Warps Accessing Memory in each Memory Period Computational Warp Parallelism How much computation can be done in warps while one waits for memory CWP = (Memory Cycles + Comp Cycles)/Comp Cycles Parallel Element Scalability = # Elements/Total Execution Time Parallel Subset Scalability = (Execution time of Subset) * (# Subsets / # GPU Cores)
24 GPU Performance Benefits Jacobi Algorithm 2-7.5x Speedup Monte Carlo Simulations 16x Speedup EDA Scheduability 17x for Entire Problem, 100x in Kernel Computations Euler Algorithm Up to 500x Speedup Equivalent to 125 Quad-Core CPUs
25 Future Architectures Nvidia s Kepler 28nm Technology Supposedly in 2011, but Likely not until Mid 2012 DirectX 12 Support 3-4x Performance over comparable Fermi cards, with 3-4x less power consumption Support for Pre-emption and virtual memory Nvidia s Maxwell Late 2013 Nvidia s Echelon nm Technology
26 Future Applications/Obstacles General Purpose GPU (GPGPU) Simulation, video encoding, numerical methods, databases GPU used to process gaming physics/artificial intelligence? More programmability Power management Memory bandwidth limits Faster PCI-Express buses Combined CPU/GPU
27 Questions?
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