Multicore: Why Is It Happening Now? Eller Hur Mår Moore’S Lag?
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HELLAS: a Specialized Architecture for Interactive Deformable Object Modeling
HELLAS: A Specialized Architecture for Interactive Deformable Object Modeling Shrirang Yardi Benjamin Bishop Thomas Kelliher Department of Electrical and Department of Computing Department of Mathematics Computer Engineering Sciences and Computer Science Virginia Tech University of Scranton Goucher College Blacksburg, VA Scranton, PA Baltimore, MD [email protected] [email protected] [email protected] ABSTRACT more realistic models, it is likely that the computational Applications involving interactive modeling of deformable resources required by these simulations may continue to ex- objects require highly iterative, floating-point intensive nu- ceed those provided by the incremental advances in general- merical simulations. As the complexity of these models in- purpose systems [12]. This has created an interest in the creases, the computational power required for their simula- use of specialized hardware that provides high performance tion quickly grows beyond the capabilities of current gen- computational engines to accelerate such floating-point in- eral purpose systems. In this paper, we present the design tensive applications [6, 7]. of a low–cost, high–performance, specialized architecture to Our research focuses on the design of such specialized sys- accelerate these simulations. Our aim is to use such special- tems. However, our approach has several important differ- ized hardware to allow complex interactive physical model- ences as compared to previous work in this area: (i) we ing even on consumer-grade PCs. In this paper, we present specifically target algorithms that are numerically stable, details of the target algorithms, the HELLAS architecture, but are much more computationally intensive than those simulation results and lessons learned from our implemen- used by existing hardware implementations [3,6]; (ii) we aim tation. -
Short Range Object Detection and Avoidance
Short Range Object Detection and Avoidance N.F. Jansen CST 2010.068 Traineeship report Coach(es): dr. E. García Canseco, TU/e dr. ing. S. Lichiardopol, TU/e ing. R. Niesten, Wingz BV Supervisor: prof.dr.ir. M. Steinbuch Eindhoven University of Technology Department of Mechanical Engineering Control Systems Technology Eindhoven, November, 2010 Abstract The scope of this internship is to investigate, model, simulate and experiment with a sensor for close range object detection for the purpose of the Tele-Service Robot (TSR) robot. The TSR robot will be implemented in care institutions for the care of elderly and/or disabled. The sensor system should have a supporting role in navigation and mapping of the environment of the robot. Several sensors are investigated, whereas the sonar system is the optimal solution for this application. It’s cost, wide field-of-view, sufficient minimal and maximal distance and networking capabilities of the Devantech SRF-08 sonar sensor is decisive to ultimately choose this sensor system. The positioning, orientation and tilting of the sonar devices is calculated and simulations are made to obtain knowledge about the behavior and characteristics of the sensors working in a ring. Issues surrounding the sensors are mainly erroneous ranging results due to specular reflection, cross-talk and incorrect mounting. Cross- talk can be suppressed by operating in groups, but induces the decrease of refresh rate of the entire robot’s surroundings. Experiments are carried out to investigate the accuracy and sensitivity to ranging errors and cross-talk. Eventually, due to the existing cross-talk, experiments should be carried out to decrease the range and timing to increase the refresh rate because the sensors cannot be fired more than only two at a time. -
Multiprocessing Contents
Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References ............................................. -
Architecture of 8051 & Their Pin Details
SESHASAYEE INSTITUTE OF TECHNOLOGY ARIYAMANGALAM , TRICHY – 620 010 ARCHITECTURE OF 8051 & THEIR PIN DETAILS UNIT I WELCOME ARCHITECTURE OF 8051 & THEIR PIN DETAILS U1.1 : Introduction to microprocessor & microcontroller : Architecture of 8085 -Functions of each block. Comparison of Microprocessor & Microcontroller - Features of microcontroller -Advantages of microcontroller -Applications Of microcontroller -Manufactures of microcontroller. U1.2 : Architecture of 8051 : Block diagram of Microcontroller – Functions of each block. Pin details of 8051 -Oscillator and Clock -Clock Cycle -State - Machine Cycle -Instruction cycle –Reset - Power on Reset - Special function registers :Program Counter -PSW register -Stack - I/O Ports . U1.3 : Memory Organisation & I/O port configuration: ROM RAM - Memory Organization of 8051,Interfacing external memory to 8051 Microcontroller vs. Microprocessors 1. CPU for Computers 1. A smaller computer 2. No RAM, ROM, I/O on CPU chip 2. On-chip RAM, ROM, I/O itself ports... 3. Example:Intel’s x86, Motorola’s 3. Example:Motorola’s 6811, 680x0 Intel’s 8051, Zilog’s Z8 and PIC Microcontroller vs. Microprocessors Microprocessor Microcontroller 1. CPU is stand-alone, RAM, ROM, I/O, timer are separate 1. CPU, RAM, ROM, I/O and timer are all on a single 2. designer can decide on the chip amount of ROM, RAM and I/O ports. 2. fix amount of on-chip ROM, RAM, I/O ports 3. expansive 3. for applications in which 4. versatility cost, power and space are 5. general-purpose critical 4. single-purpose uP vs. uC – cont. Applications – uCs are suitable to control of I/O devices in designs requiring a minimum component – uPs are suitable to processing information in computer systems. -
Graphics Hardware
Department of Computer Engineering Graphics Hardware Ulf Assarsson Graphics hardware – why? l About 100x faster! l Another reason: about 100x faster! l Simple to pipeline and parallelize l Current hardware based on triangle rasterization with programmable shading (e.g., OpenGL acceleration) l Ray tracing: there are research architetures, and few commercial products – Renderdrive, RPU, (Gelato), NVIDIA OptiX 2 3 Perspective-correct texturing l How is texture coordinates interpolated over a triangle? l Linearly? Linear interpolation Perspective-correct interpolation l Perspective-correct interpolation gives foreshortening effect! l Hardware does this for you, but you need to understand this anyway! 4 5 Recall the following l Before projection, v, and after p (p=Mv) l After projection pw is not 1! l Homogenization: (px /pw , py /pw , pz /pw , 1) l Gives (px´, py ´ , pz´ , 1) 6 Texture coordinate interpolation l Linear interpolation does not work l Rational linear interpolation does: – u(x)=(ax+b) / (cx+d) (along a scanline where y=constant) – a,b,c,d are computed from triangle’s vertices (x,y,z,w,u,v) l Not really efficient l Smarter: – Compute (u/w,v/w,1/w) per vertex – These quantities can be linearly interpolated! – Then at each pixel, compute 1/(1/w)=w – And obtain: (w*u/w,w*v/w)=(u,v) – The (u,v) are perspectively-correct interpolated l Need to interpolate shading this way too – Though, not as annoying as textures l Since linear interpolation now is OK, compute, e.g., Δ(u/w)/ Δx, and use this to update u/w when stepping in the x- direction (similarly for other parameters) 7 Put differently: l Linear interpolation in screen space does not work for u,v l Solution: – We have applied a non-linear transform to each vertex (x/w, y/w, z/w). -
SERVO MAGAZINE TEAM DARE’S ROBOT BAND • RADIO for ROBOTS • BUILDING MAXWELL June 2012 Full Page Full Page.Qxd 5/7/2012 6:41 PM Page 2
0 0 06 . 7 4 $ A D A N A C 0 5 . 5 $ 71486 02422 . $5.50US $7.00CAN S . 0 U CoverNews_Layout 1 5/9/2012 3:21 PM Page 1 Vol. 10 No. 6 SERVO MAGAZINE TEAM DARE’S ROBOT BAND • RADIO FOR ROBOTS • BUILDING MAXWELL June 2012 Full Page_Full Page.qxd 5/7/2012 6:41 PM Page 2 HS-430BH HS-5585MH HS-5685MH HS-7245MH DELUXE BALL BEARING HV CORELESS METAL GEAR HIGH TORQUE HIGH TORQUE CORELESS MINI 6.0 Volts 7.4 Volts 6.0 Volts 7.4 Volts 6.0 Volts 7.4 Volts 6.0 Volts 7.4 Volts Torque: 57 oz-in 69 oz-in Torque: 194 oz-in 236 oz-in Torque: 157 oz-in 179 oz-in Torque: 72 oz-in 89 oz-in Speed: 0.16 sec/60° 0.14 sec/60° Speed: 0.17 sec/60° 0.14 sec/60° Speed: 0.20 sec/60° 0.17 sec/60° Speed: 0.13 sec/60° 0.11 sec/60° HS-7950THHS-7950TH HS-7955TG HS-M7990TH HS-5646WP ULTRA TORQUE CORELESS HIGH TORQUE CORELESS MEGA TORQUE HV MAGNETIC ENCODER WATERPROOF HIGH TORQUE 6.0 Volts 7.4 Volts 4.8 Volts 6.0 Volts 6.0 Volts 7.4 Volts 6.0 Volts 7.4 Volts Torque: 403 oz-in 486 oz-in Torque: 250 oz-in 333 oz-in Torque: 500 oz-in 611 oz-in Torque: 157 oz-in 179 oz-in Speed: 0.17 sec/60° 0.14 sec/60° Speed: 0.19 sec/60° 0.15 sec/60° Speed: 0.21 sec/60° 0.17 sec/60° Speed: 0.20 sec/60° 0.18 sec/60° DIY Projects: Programmable Controllers: Wild Thumper-Based Robot Wixel and Wixel Shield #1702: Premium Jumper #1336: Wixel programmable Wire Assortment M-M 6" microcontroller module with #1372: Pololu Simple Motor integrated USB and a 2.4 Controller 18v7 GHz radio. -
Programming and Customizing the Multicore Propeller
PROGRAMMING AND CUSTOMIZING THE MULTICORE PROPELLERTM MICROCONTROLLER This page intentionally left blank PROGRAMMING AND CUSTOMIZING THE MULTICORE PROPELLERTM MICROCONTROLLER THE OFFICIAL GUIDE PARALLAX INC. Shane Avery Chip Gracey Vern Graner Martin Hebel Joshua Hintze André LaMothe Andy Lindsay Jeff Martin Hanno Sander New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto Copyright © 2010 by The McGraw-Hill Companies, Inc. All rights reserved. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher. ISBN: 978-0-07-166451-6 MHID: 0-07-166451-3 The material in this eBook also appears in the print version of this title: ISBN: 978-0-07-166450-9, MHID: 0-07-166450-5. All trademarks are trademarks of their respective owners. Rather than put a trademark symbol after every occurrence of a trademarked name, we use names in an editorial fashion only, and to the benefit of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book, they have been printed with initial caps. McGraw-Hill eBooks are available at special quantity discounts to use as premiums and sales promotions, or for use in corporate training programs. To contact a representative please e-mail us at [email protected]. Information contained in this work has been obtained by The McGraw-Hill Companies, Inc. -
Multi-Core Processors and Systems: State-Of-The-Art and Study of Performance Increase
Multi-Core Processors and Systems: State-of-the-Art and Study of Performance Increase Abhilash Goyal Computer Science Department San Jose State University San Jose, CA 95192 408-924-1000 [email protected] ABSTRACT speedup. Some tasks are easily divided into parts that can be To achieve the large processing power, we are moving towards processed in parallel. In those scenarios, speed up will most likely Parallel Processing. In the simple words, parallel processing can follow “common trajectory” as shown in Figure 2. If an be defined as using two or more processors (cores, computers) in application has little or no inherent parallelism, then little or no combination to solve a single problem. To achieve the good speedup will be achieved and because of overhead, speed up may results by parallel processing, in the industry many multi-core follow as show by “occasional trajectory” in Figure 2. processors has been designed and fabricated. In this class-project paper, the overview of the state-of-the-art of the multi-core processors designed by several companies including Intel, AMD, IBM and Sun (Oracle) is presented. In addition to the overview, the main advantage of using multi-core will demonstrated by the experimental results. The focus of the experiment is to study speed-up in the execution of the ‘program’ as the number of the processors (core) increases. For this experiment, open source parallel program to count the primes numbers is considered and simulation are performed on 3 nodes Raspberry cluster . Obtained results show that execution time of the parallel program decreases as number of core increases. -
Corporate Backgrounder
AGEIA PhysX FAQs for System and Board Partners For use in partner marketing materials KEY QUESTIONS 1: What exactly is the AGEIA PhysX Processor? 2: What is the Gaming Power Triangle? 3: What is physics for gaming? 4: What is a physics processor? 5: What makes the AGEIA PhysX hardware special? 6: Why do I need physics in my game? 7: Isn’t physics just juiced up graphics? 8: Can I get PhysX enabled games today? 9: Why do I need dedicated hardware for physics? 10: How do I get the new AGEIA PhysX processor into my PC? 11: How much does AGEIA PhysX cost? 12: How do games get PhysX-optimized? 13: Do I have to buy new hardware every year just to get new physics features? AGEIA Confidential March 2006 . 1 What exactly is the AGEIA PhysX Processor? The AGEIA PhysX processor is the first dedicated hardware accelerator for PC games that enables dynamic motion and interaction for a totally new gaming experience. Exciting immersive physical gaming feature that you can expect to see in next generation cutting edge titles will include groundbreaking physics features such as: * Explosions that cause dust and collateral debris * Characters with complex, jointed geometries for more life-like motion and interaction * Spectacular new weapons with unpredictable effects * Cloth that drapes and tears the way you expect it to * Lush foliage that sways naturally when brushed against * Dense smoke & fog that billow around objects in motion What is the Gaming Power Triangle The gaming triangle represents the three critical PC processors that enable the best possible gaming experience. -
Introduction
A D V A N C E D C O M P U T E R G R A P H I C S Introduction (Thanks to Professions Andries van Dam and John Hughes) CMSC 635 January 15, 2013 Introduction ‹#›/16 A D V A N C E D C O M P U T E R G R A P H I C S What is Computer Graphics? • Computer graphics generally means creation, storage and manipulation of models and images • Such models come from diverse and expanding set of fields including physical, mathematical, artistic, biological, and even conceptual (abstract) structures Frame from animation by William Latham, shown at SIGGRAPH 1992. Latham uses rules that govern patterns of natural forms to create his artwork. CMSC 635 January 15, 2013 Introduction ‹#›/16 A D V A N C E D C O M P U T E R G R A P H I C S Modeling vs. Rendering • Modeling – Create models – Apply materials to models – Place models around scene – Place lights in scene – Place the camera • Rendering – Take “picture” with camera • Both can be done by modern commercial software: – Autodesk MayaTM ,3D Studio MaxTM, BlenderTM, etc. Point Light Spot Light Directional Light Ambient Light CS128 lighting assignment by Patrick Doran, Spring 2009 CMSC 635 January 15, 2013 Introduction ‹#›/16 A D V A N C E D C O M P U T E R G R A P H I C S Solved problem: Rendering Avatar 2009 CMSC 635 January 15, 2013 Introduction ‹#›/16 A D V A N C E D C O M P U T E R G R A P H I C S What is Interactive Computer Graphics? (1/2) • User controls contents, structure, and appearance of objects and their displayed images via rapid visual feedback • Basic components of an interactive graphics system – input (e.g., mouse, tablet and stylus, multi-touch…) – processing (and storage) – display/output (e.g., screen, paper-based printer, video recorder…) • First truly interactive graphics system, Sketchpad, pioneered at MIT by Ivan Sutherland for his 1963 Ph.D. -
Propeller Manual, Propeller Datasheet, Propeller Forum, and Propeller Object Exchange, As Well As Examples of Using These Resources
Propeller Education Kit Labs Fundamentals Version 1.2 (web release 2) By Andy Lindsay WARRANTY Parallax Inc. warrants its products against defects in materials and workmanship for a period of 90 days from receipt of product. If you discover a defect, Parallax Inc. will, at its option, repair or replace the merchandise, or refund the purchase price. Before returning the product to Parallax, call for a Return Merchandise Authorization (RMA) number. Write the RMA number on the outside of the box used to return the merchandise to Parallax. Please enclose the following along with the returned merchandise: your name, telephone number, shipping address, and a description of the problem. Parallax will return your product or its replacement using the same shipping method used to ship the product to Parallax. 14-DAY MONEY BACK GUARANTEE If, within 14 days of having received your product, you find that it does not suit your needs, you may return it for a full refund. Parallax Inc. will refund the purchase price of the product, excluding shipping/handling costs. This guarantee is void if the product has been altered or damaged. See the Warranty section above for instructions on returning a product to Parallax. COPYRIGHTS AND TRADEMARKS This documentation is copyright © 2006-2010 by Parallax Inc. By downloading or obtaining a printed copy of this documentation or software you agree that it is to be used exclusively with Parallax products. Any other uses are not permitted and may represent a violation of Parallax copyrights, legally punishable according to Federal copyright or intellectual property laws. Any duplication of this documentation for commercial uses is expressly prohibited by Parallax Inc. -
Multicore: Why Is It Happening Now? Eller Hur Mår Moore’S Lag?
Multicore: Why is it happening now? eller Hur Mår Moore’s Lag? Erik Hagersten Uppsala Universitet Are we hitting the wall now? Pop: Can the transistors be made even smaller and faster? Performance Possible path, [log] but requires a paradigm shift 1000 ? Business as 100 ” w usual… La s re o Well uhm … 10 o M “ The transistors can p: Po be made smaller and PDC 1 Summer faster, but there are School other problems / 2010 Institutionen för informationsteknologi | www.it.uu.seNowMC 2 ©Erik Hagersten| user.it.uu.se/~ehYear Darling, I shrunk the computer Mainframes Super Minis: Microprocessor: Mem Multicore: Many CPUs on a Mem PDC Summer chip! School 2010 Institutionen för informationsteknologi | www.it.uu.se MC 3 ©Erik Hagersten| user.it.uu.se/~eh Multi-core CPUs: Ageia PhysX, a multi-core physics processing unit. Ambric Am2045, a 336-core Massively Parallel Processor Array (MPPA) AMD Athlon 64, Athlon 64 FX and Athlon 64 X2 family, dual-core desktop processors. Opteron, dual- and quad-core server/workstation processors. Phenom, triple- and quad-core desktop processors. Sempron X2, dual-core entry level processors. Turion 64 X2, dual-core laptop processors. Radeon and FireStream multi-core GPU/GPGPU (10 cores, 16 5-issue wide superscalar stream processors per core) ARM MPCore is a fully synthesizable multicore container for ARM9 and ARM11 processor cores, intended for high-performance embedded and entertainment applications. Azul Systems Vega 2, a 48-core processor. Broadcom SiByte SB1250, SB1255 and SB1455. Cradle Technologies CT3400 and CT3600, both multi-core DSPs. Cavium Networks Octeon, a 16-core MIPS MPU.