GRAPHICS AND COMPUTING GPUS JehanFranois Pris jfparisuh edu
- Slides: 34
GRAPHICS AND COMPUTING GPUS Jehan-François Pâris jfparis@uh. edu
Chapter Organization • • • Why bother? Evolution GPU System Architecture Programming GPUs …
Why bother? (I) • Yesterday's fastest computer was the Sequoia supercomputer – Can crunch 16. 32 quadrillion calculations per second (16. 32 Petaflops/s). – 98, 304 compute nodes • Each compute nodes is a 16 -core Power. PC A 2 processor
Why bother? (II) • Today's fastest computer is the Cray XK 7 – Hits 17. 59 Petaflops/s on the LINPAC benchmark. – Features 560, 640 processors, including 261, 632 Nvidia K 20 x accelerating cores. • Supercomputing version of consumer-oriented GK 104 CPU
Why bother (III) • Most techniques developed for highspeed computing end trickling down to mass markets
EVOLUTION
History (I) • Up to late 90's – No GPUs – Much simpler VGA controller • Consisted of –A memory controller –Display generator + DRAM • DRAM was either shared with CPU or private
History (I) • By 1997 – More complex VGA controllers • Incorporated 3 D accelerating functions in hardware –Triangle set up and rasterization –Texture mapping and shading
Rasterization • Converting – An image described in a vector graphics format as a combination of shapes • Lines, polygons, letters, … into – A raster image consisting of individual pixels
History (II) • By 2000 – Single chip graphics processor incorporated nearly all functions of graphics pipeline of high-end workstations • Beginning of the end of high-end workstation market – VGA controller was renamed Graphic Processing Units
Current trends (I) • Graphics processing standards – Well defined APIs – Open GL: Open standard for 3 D graphics programming – Direct. X: Set of MS multimedia programming interfaces (Direct 3 D for 3 D graphics) • Xbox was named after it!
Current trends (II) • Frequent doubling of GPU speeds – Every 12 to 18 months • New paradigm: – Visual computing stands at the intersection graphic processing and parallel computing • Can implement novel graphics algorithms • Use GPUs for non-conventional
Two results • Triumph of heterogeneous architectures – Combining powers of CPU and GPU • GPUs become scalable parallel processors – Moving from hardware-defined pipelining architectures to more flexible programmable architectures
From GPGU to CUDA • GPGU – General-Purpose computing on GPU – Uses traditional graphics API and graphics pipeline
From GPGU to CUDA • CUDA – Compute Unified Device Architecture – Parallel computing platform and programming model • C/C++ • Invented by NVIDIA – Single Program Multiple Data approach
GPU SYSTEM ARCHITECTURE
Old School Approach CPU North Bridge RAM South Bridge VGA Controller PCI bus UART Frame buffer To VGA display
Intel Architecture CPU To GPU display GPU Memory North Bridge South Bridge DDR 2 RAM
AMD Architecture CPU North Bridge To GPU display GPU Memory Chipset DDR 2 RAM
Variations • Unified Memory Architecture (UMA): – GPU shares RAM with CPU – Lower memory bandwidth, higher latency – Cheap, low-end solution • Scalable Link Interconnect: – NVIDIA – Allows multiple GPUs
Integrated solutions • Integrate CPU and Northbridge • Integrate GPU and chipset
Game console • Similar architectures • Architectures evolve over time • Objective is to reduce costs while maintaining performance
GPU interfaces and drivers • GPU attached to CPU via PCI-Express – Replaces older AGP • Interfaces such as Open. GL and Direct 3 D use the GPU as a coprocessor – Send commands, programs and data to GPU through a specific GPU device driver They are often buggy!
Graphics logical pipeline Input Ass'er Vertex Shader Geometry Shader Setup & Raster Pixel Shader These functions must be mapped into a programmable GPU Raster & Merger
Basic Unified GPU Architecture • Programmable processor array – Tightly integrated with fixed-function processors for texture filtering, rasterization, raster operations – Emphasis in on very high level of parallelism
Example architecture • Tesla architecture (NVIDIA Geoforce 8800) • 116 streaming processors (SP) cores – Organized as 14 multithreaded streaming multiprocessors (SM) • Each SP core – Manages 96 concurrent threads • Thread state are maintained by hardware
Example architecture • Each SM has – 8 SP cores – 2 special function units – Separate caches for instructions and constants – A multithreaded instruction unit – Shared memory (NUMA? )
PROGRAMMING GPUS Will focus on parallel computing applications
Key idea • Must decompose problem into set of parallel computations – Ideally two-level to match GPU organization
Example Data are in big array Small array Small array Tiny
CUDA • CUDA programs are written in C • Provides three abstractions – Hierarchy of thread groups – Shared memory – Barrier synchronization
Barrier synchronization • Barriers let threads – Wait for completion of a computation step by other cores so they can • Exchange results • Start next step
Example Tiny Tiny Tiny Tiny Tiny Tiny Barrier = Wait for each other Exchange partial results Tiny Tiny Tiny
Big fallacies • GPUs – Not good for general computation – Cannot run double precision arithmetic – Do not do floating point correctly • Cannot speedup O(n) algorithms
- Analyzing and leveraging decoupled l1 caches in gpus
- Gpu sql databases
- Understanding the efficiency of ray traversal on gpus
- Fast bvh construction on gpus
- Graphics monitor and workstation in computer graphics
- Conventional computing and intelligent computing
- 3d viewing devices in computer graphics ppt
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