GPU-Graphics Processing Unit Ramani Shrusti K., Desai Vaishali J., Karia Kruti K
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Powervr SGX Series5xt IP Core Family
PowerVR SGX Series5XT IP Core Family The PowerVR™ SGX Series5XT Graphics Processing Unit (GPU) IP core family is a series Features of highly efficient graphics acceleration IP cores that meet the multimedia requirements of • Most comprehensive IP core family the next generation of consumer, communications and computing applications. and roadmap in the industry PowerVR SGX Series5XT architecture is fully scalable for a wide range of area and • USSE2 delivers twice the peak performance requirements, enabling it to target markets from low cost feature-rich mobile floating point and instruction multimedia products to very high performance consoles and computing devices. throughput of Series5 USSE • YUV and colour space accelerators The family incorporates the second-generation Universal Scalable Shader Engine (USSE2™), for improved performance with a feature set that exceeds the requirements of OpenGL 2.0 and Microsoft Shader • Upgraded PowerVR Series5XT Model 3, enabling 2D, 3D and general purpose (GP-GPU) processing in a single core. shader-driven tile-based deferred rendering (TBDR) architecture • Multi-processor options enable scalability to higher performance • Support for all industry standard PowerVR SGX Family mobile and desktop graphics APIs and operating sytems Series5XT SGX543MP1-16, SGX544MP1-16, SGX554MP1-16 • Fully backwards compatible with PowerVR MBX and SGX Series5 Series5 SGX520, SGX530, SGX531, SGX535, SGX540, SGX545 Benefits Multi-standard API and OS • Extensive product line supports all area/performance requirements OpenGL -
ATI Radeon™ HD 4870 Computation Highlights
AMD Entering the Golden Age of Heterogeneous Computing Michael Mantor Senior GPU Compute Architect / Fellow AMD Graphics Product Group [email protected] 1 The 4 Pillars of massively parallel compute offload •Performance M’Moore’s Law Î 2x < 18 Month s Frequency\Power\Complexity Wall •Power Parallel Î Opportunity for growth •Price • Programming Models GPU is the first successful massively parallel COMMODITY architecture with a programming model that managgped to tame 1000’s of parallel threads in hardware to perform useful work efficiently 2 Quick recap of where we are – Perf, Power, Price ATI Radeon™ HD 4850 4x Performance/w and Performance/mm² in a year ATI Radeon™ X1800 XT ATI Radeon™ HD 3850 ATI Radeon™ HD 2900 XT ATI Radeon™ X1900 XTX ATI Radeon™ X1950 PRO 3 Source of GigaFLOPS per watt: maximum theoretical performance divided by maximum board power. Source of GigaFLOPS per $: maximum theoretical performance divided by price as reported on www.buy.com as of 9/24/08 ATI Radeon™HD 4850 Designed to Perform in Single Slot SP Compute Power 1.0 T-FLOPS DP Compute Power 200 G-FLOPS Core Clock Speed 625 Mhz Stream Processors 800 Memory Type GDDR3 Memory Capacity 512 MB Max Board Power 110W Memory Bandwidth 64 GB/Sec 4 ATI Radeon™HD 4870 First Graphics with GDDR5 SP Compute Power 1.2 T-FLOPS DP Compute Power 240 G-FLOPS Core Clock Speed 750 Mhz Stream Processors 800 Memory Type GDDR5 3.6Gbps Memory Capacity 512 MB Max Board Power 160 W Memory Bandwidth 115.2 GB/Sec 5 ATI Radeon™HD 4870 X2 Incredible Balance of Performance,,, Power, Price -
An Evolution of Mobile Graphics
AN EVOLUTION OF MOBILE GRAPHICS Michael C. Shebanow Vice President, Advanced Processor Lab Samsung Electronics July 20, 20131 DISCLAIMER • The views herein are my own • They do not represent Samsung’s vision nor product plans 2 • The Mobile Market • Review of GPU Tech • GPU Efficiency • User Experience • Tech Challenges • Summary 3 The Rise of the Mobile GPU & Connectivity A NEW WORLD COMING? 4 DISCRETE GPU MARKET Flattening 5 MOBILE GPU MARKET Smart • In 2012, an estimated 800+ Phones million mobile GPUs shipped “Phablets” • ~123M tablets • ~712M smart phones Tablets • Will easily exceed 1B in the coming years • Trend: • Discrete GPU relatively flat • Mobile is growing rapidly 6 WW INTERNET TRAFFIC • Source: Cisco VNI Mobile INET IP Traffic growth Traffic • Internet traffic growth Year (TB/sec) rate (TB/sec) rate is staggering 2005 0.9 0.00 2006 1.5 65% 0.00 • 2012 total traffic is 2007 2.5 61% 0.01 13.7 GB per person 2008 3.8 54% 0.01 per month 2009 5.6 45% 0.04 2010 7.8 40% 0.10 • 2012 smart phone 2011 10.6 36% 0.23 traffic at 2012 12.4 17% 0.34 0.342 GB per person per month • 2017 smart phone traffic expected at 2.7 GB per person per month 7 WHERE ARE WE HEADED?… • Enormous quantity of GPUs • Large amount of interconnectivity • Better I/O 8 GPU Pipelines A BRIEF REVIEW OF GPU TECH 9 MOBILE GPU PIPELINE ARCHITECTURES Tile-based immediate mode rendering IA VS CCV RS PS ROP (TBIMR) Tile-based deferred IA VS CCV scene rendering (TBDR) RS PS ROP IA = input assembler VS = vertex shader CCV = cull, clip, viewport transform RS = rasterization, -
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Case M:07-cv-01826-WHA Document 249 Filed 11/08/2007 Page 1 of 34 1 BOIES, SCHILLER & FLEXNER LLP WILLIAM A. ISAACSON (pro hac vice) 2 5301 Wisconsin Ave. NW, Suite 800 Washington, D.C. 20015 3 Telephone: (202) 237-2727 Facsimile: (202) 237-6131 4 Email: [email protected] 5 6 BOIES, SCHILLER & FLEXNER LLP BOIES, SCHILLER & FLEXNER LLP JOHN F. COVE, JR. (CA Bar No. 212213) PHILIP J. IOVIENO (pro hac vice) 7 DAVID W. SHAPIRO (CA Bar No. 219265) ANNE M. NARDACCI (pro hac vice) KEVIN J. BARRY (CA Bar No. 229748) 10 North Pearl Street 8 1999 Harrison St., Suite 900 4th Floor Oakland, CA 94612 Albany, NY 12207 9 Telephone: (510) 874-1000 Telephone: (518) 434-0600 Facsimile: (510) 874-1460 Facsimile: (518) 434-0665 10 Email: [email protected] Email: [email protected] [email protected] [email protected] 11 [email protected] 12 Attorneys for Plaintiff Jordan Walker Interim Class Counsel for Direct Purchaser 13 Plaintiffs 14 15 UNITED STATES DISTRICT COURT 16 NORTHERN DISTRICT OF CALIFORNIA 17 18 IN RE GRAPHICS PROCESSING UNITS ) Case No.: M:07-CV-01826-WHA ANTITRUST LITIGATION ) 19 ) MDL No. 1826 ) 20 This Document Relates to: ) THIRD CONSOLIDATED AND ALL DIRECT PURCHASER ACTIONS ) AMENDED CLASS ACTION 21 ) COMPLAINT FOR VIOLATION OF ) SECTION 1 OF THE SHERMAN ACT, 15 22 ) U.S.C. § 1 23 ) ) 24 ) ) JURY TRIAL DEMANDED 25 ) ) 26 ) ) 27 ) 28 THIRD CONSOLIDATED AND AMENDED CLASS ACTION COMPLAINT BY DIRECT PURCHASERS M:07-CV-01826-WHA Case M:07-cv-01826-WHA Document 249 Filed 11/08/2007 Page 2 of 34 1 Plaintiffs Jordan Walker, Michael Bensignor, d/b/a Mike’s Computer Services, Fred 2 Williams, and Karol Juskiewicz, on behalf of themselves and all others similarly situated in the 3 United States, bring this action for damages and injunctive relief under the federal antitrust laws 4 against Defendants named herein, demanding trial by jury, and complaining and alleging as 5 follows: 6 NATURE OF THE CASE 7 1. -
Driver Riva Tnt2 64
Driver riva tnt2 64 click here to download The following products are supported by the drivers: TNT2 TNT2 Pro TNT2 Ultra TNT2 Model 64 (M64) TNT2 Model 64 (M64) Pro Vanta Vanta LT GeForce. The NVIDIA TNT2™ was the first chipset to offer a bit frame buffer for better quality visuals at higher resolutions, bit color for TNT2 M64 Memory Speed. NVIDIA no longer provides hardware or software support for the NVIDIA Riva TNT GPU. The last Forceware unified display driver which. version now. NVIDIA RIVA TNT2 Model 64/Model 64 Pro is the first family of high performance. Drivers > Video & Graphic Cards. Feedback. NVIDIA RIVA TNT2 Model 64/Model 64 Pro: The first chipset to offer a bit frame buffer for better quality visuals Subcategory, Video Drivers. Update your computer's drivers using DriverMax, the free driver update tool - Display Adapters - NVIDIA - NVIDIA RIVA TNT2 Model 64/Model 64 Pro Computer. (In Windows 7 RC1 there was the build in TNT2 drivers). http://kemovitra. www.doorway.ru Use the links on this page to download the latest version of NVIDIA RIVA TNT2 Model 64/Model 64 Pro (Microsoft Corporation) drivers. All drivers available for. NVIDIA RIVA TNT2 Model 64/Model 64 Pro - Driver Download. Updating your drivers with Driver Alert can help your computer in a number of ways. From adding. Nvidia RIVA TNT2 M64 specs and specifications. Price comparisons for the Nvidia RIVA TNT2 M64 and also where to download RIVA TNT2 M64 drivers. Windows 7 and Windows Vista both fail to recognize the Nvidia Riva TNT2 ( Model64/Model 64 Pro) which means you are restricted to a low. -
(GPU) Computing
Graphics Processing Unit (GPU) computing This section describes the graphics processing unit (GPU) computing feature of OptiSystem. Note: The GPU computing feature is only configurable with OptiSystem Version 11 (or higher) What is GPU computing? GPU computing or GPGPU takes advantage of a computer’s grahics processing card to augment the speed of general purpose scientific and engineering computing tasks. Compute Unified Device Architecture (CUDA) implementation for OptiSystem NVIDIA revolutionized the GPGPU and accelerated computing when it introduced a new parallel computing architecture: Compute Unified Device Architecture (CUDA). CUDA is both a hardware and software architecture for issuing and managing computations within the GPU, thus allowing it to operate as a generic data-parallel computing device. CUDA allows the programmer to take advantage of the parallel computing power of an NVIDIA graphics card to perform general purpose computations. OptiSystem CUDA implementation The OptiSystem model for GPU computing involves using a central processing unit (CPU) and GPU together in a heterogeneous co-processing computing model. The sequential part of the application runs on the CPU and the computationally-intensive part is accelerated by the GPU. In the OptiSystem GPU programming model, the application has been modified to map the compute-intensive kernels to the GPU. The remainder of the application remains within the CPU. CUDA parallel computing architecture The NVIDIA CUDA parallel computing architecture is enabled on GeForce®, Quadro®, and Tesla™ products. Whereas GeForce and Quadro are designed for consumer graphics and professional visualization respectively, the Tesla product family is designed ground-up for parallel computing and offers exclusive computing 3 GRAPHICS PROCESSING UNIT (GPU) COMPUTING features, and is the recommended choice for the OptiSystem GPU. -
NVIDIA Quadro P4000
NVIDIA Quadro P4000 GP104 1792 112 64 8192 MB GDDR5 256 bit GRAPHICS PROCESSOR CORES TMUS ROPS MEMORY SIZE MEMORY TYPE BUS WIDTH The Quadro P4000 is a professional graphics card by NVIDIA, launched in February 2017. Built on the 16 nm process, and based on the GP104 graphics processor, the card supports DirectX 12.0. The GP104 graphics processor is a large chip with a die area of 314 mm² and 7,200 million transistors. Unlike the fully unlocked GeForce GTX 1080, which uses the same GPU but has all 2560 shaders enabled, NVIDIA has disabled some shading units on the Quadro P4000 to reach the product's target shader count. It features 1792 shading units, 112 texture mapping units and 64 ROPs. NVIDIA has placed 8,192 MB GDDR5 memory on the card, which are connected using a 256‐bit memory interface. The GPU is operating at a frequency of 1227 MHz, which can be boosted up to 1480 MHz, memory is running at 1502 MHz. We recommend the NVIDIA Quadro P4000 for gaming with highest details at resolutions up to, and including, 5760x1080. Being a single‐slot card, the NVIDIA Quadro P4000 draws power from 1x 6‐pin power connectors, with power draw rated at 105 W maximum. Display outputs include: 4x DisplayPort. Quadro P4000 is connected to the rest of the system using a PCIe 3.0 x16 interface. The card measures 241 mm in length, and features a single‐slot cooling solution. Graphics Processor Graphics Card GPU Name: GP104 Released: Feb 6th, 2017 Architecture: Pascal Production Active Status: Process Size: 16 nm Bus Interface: PCIe 3.0 x16 Transistors: 7,200 -
Graphics Card Support List
Graphics card support list Device Name Chipset ASUS GTXTITAN-6GD5 NVIDIA GeForce GTX TITAN ZOTAC GTX980 NVIDIA GeForce GTX980 ASUS GTX980-4GD5 NVIDIA GeForce GTX980 MSI GTX980-4GD5 NVIDIA GeForce GTX980 Gigabyte GV-N980D5-4GD-B NVIDIA GeForce GTX980 MSI GTX970 GAMING 4G GOLDEN EDITION NVIDIA GeForce GTX970 Gigabyte GV-N970IXOC-4GD NVIDIA GeForce GTX970 ASUS GTX780TI-3GD5 NVIDIA GeForce GTX780Ti ASUS GTX770-DC2OC-2GD5 NVIDIA GeForce GTX770 ASUS GTX760-DC2OC-2GD5 NVIDIA GeForce GTX760 ASUS GTX750TI-OC-2GD5 NVIDIA GeForce GTX750Ti ASUS ENGTX560-Ti-DCII/2D1-1GD5/1G NVIDIA GeForce GTX560Ti Gigabyte GV-NTITAN-6GD-B NVIDIA GeForce GTX TITAN Gigabyte GV-N78TWF3-3GD NVIDIA GeForce GTX780Ti Gigabyte GV-N780WF3-3GD NVIDIA GeForce GTX780 Gigabyte GV-N760OC-4GD NVIDIA GeForce GTX760 Gigabyte GV-N75TOC-2GI NVIDIA GeForce GTX750Ti MSI NTITAN-6GD5 NVIDIA GeForce GTX TITAN MSI GTX 780Ti 3GD5 NVIDIA GeForce GTX780Ti MSI N780-3GD5 NVIDIA GeForce GTX780 MSI N770-2GD5/OC NVIDIA GeForce GTX770 MSI N760-2GD5 NVIDIA GeForce GTX760 MSI N750 TF 1GD5/OC NVIDIA GeForce GTX750 MSI GTX680-2GB/DDR5 NVIDIA GeForce GTX680 MSI N660Ti-PE-2GD5-OC/2G-DDR5 NVIDIA GeForce GTX660Ti MSI N680GTX Twin Frozr 2GD5/OC NVIDIA GeForce GTX680 GIGABYTE GV-N670OC-2GD NVIDIA GeForce GTX670 GIGABYTE GV-N650OC-1GI/1G-DDR5 NVIDIA GeForce GTX650 GIGABYTE GV-N590D5-3GD-B NVIDIA GeForce GTX590 MSI N580GTX-M2D15D5/1.5G NVIDIA GeForce GTX580 MSI N465GTX-M2D1G-B NVIDIA GeForce GTX465 LEADTEK GTX275/896M-DDR3 NVIDIA GeForce GTX275 LEADTEK PX8800 GTX TDH NVIDIA GeForce 8800GTX GIGABYTE GV-N26-896H-B -
NVIDIA Quadro RTX for V-Ray Next
NVIDIA QUADRO RTX V-RAY NEXT GPU Image courtesy of © Dabarti Studio, rendered with V-Ray GPU Quadro RTX Accelerates V-Ray Next GPU Rendering Solutions for V-Ray Next GPU V-Ray Next GPU taps into the power of NVIDIA® Quadro® NVIDIA Quadro® provides a wide range of RTX-enabled RTX™ to speed up production rendering with dedicated RT solutions for desktop, mobile, server-based rendering, and Cores for ray tracing and Tensor Cores for AI-accelerated virtual workstations with NVIDIA Quadro Virtual Data denoising.¹ With up to 18X faster rendering than CPU-based Center Workstation (Quadro vDWS) software.2 With up to 96 solutions and enhanced performance with NVIDIA NVLink™, gigabytes (GB) of GPU memory available,3 Quadro RTX V-Ray Next GPU with RTX support provides incredible provides the power you need for the largest professional performance improvements for your rendering workloads. graphics and rendering workloads. “ Accelerating artist productivity is always our top Benchmark: V-Ray Next GPU Rendering Performance Increase on Quadro RTX GPUs priority, so we’re quick to take advantage of the latest ray-tracing hardware breakthroughs. By Quadro RTX 6000 x2 1885 ™ Quadro RTX 6000 104 supporting NVIDIA RTX in V-Ray GPU, we’re Quadro RTX 4000 783 bringing our customers an exciting new boost in PU 1 0 2 4 6 8 10 12 14 16 18 20 their GPU production rendering speeds.” Relatve Performance – Phillip Miller, Vice President, Product Management, Chaos Group Desktop performance Tests run on 1x Xeon old 6154 3 Hz (37 Hz Turbo), 64 B DDR4 RAM Wn10x64 Drver verson 44128 Performance results may vary dependng on the scene NVIDIA Quadro professional graphics solutions are verified and recommended for the most demanding projects by Chaos Group. -
Real-Time Rendering Techniques with Hardware Tessellation
Volume 34 (2015), Number x pp. 0–24 COMPUTER GRAPHICS forum Real-time Rendering Techniques with Hardware Tessellation M. Nießner1 and B. Keinert2 and M. Fisher1 and M. Stamminger2 and C. Loop3 and H. Schäfer2 1Stanford University 2University of Erlangen-Nuremberg 3Microsoft Research Abstract Graphics hardware has been progressively optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on-the-fly within the GPU’s rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well- established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly-detailed surfaces in real-time. 1. Introduction Hardware tessellation has attained widespread use in computer games for displaying highly-detailed, possibly an- Graphics hardware originated with the goal of efficiently imated, objects. In the animation industry, where displaced rendering geometric surfaces. GPUs achieve high perfor- subdivision surfaces are the typical modeling and rendering mance by using a pipeline where large components are per- primitive, hardware tessellation has also been identified as a formed independently and in parallel. -
NVIDIA Launches Tegra X1 Mobile Super Chip
NVIDIA Launches Tegra X1 Mobile Super Chip Maxwell GPU Architecture Delivers First Teraflops Mobile Processor, Powering Deep Learning and Computer Vision Applications NVIDIA today unveiled Tegra® X1, its next-generation mobile super chip with over one teraflops of processing power – delivering capabilities that open the door to unprecedented graphics and sophisticated deep learning and computer vision applications. Tegra X1 is built on the same NVIDIA Maxwell™ GPU architecture rolled out only months ago for the world's top-performing gaming graphics card, the GeForce® GTX 980. The 256-core Tegra X1 provides twice the performance of its predecessor, the Tegra K1, which is based on the previous-generation Kepler™ architecture and debuted at last year's Consumer Electronics Show. Tegra processors are built for embedded products, mobile devices, autonomous machines and automotive applications. Tegra X1 will begin appearing in the first half of the year. It will be featured in the newly announced NVIDIA DRIVE™ car computers. DRIVE PX is an auto-pilot computing platform that can process video from up to 12 onboard cameras to run capabilities providing Surround-Vision, for a seamless 360-degree view around the car, and Auto-Valet, for true self-parking. DRIVE CX is a complete cockpit platform designed to power the advanced graphics required across the increasing number of screens used for digital clusters, infotainment, head-up displays, virtual mirrors and rear-seat entertainment. "We see a future of autonomous cars, robots and drones that see and learn, with seeming intelligence that is hard to imagine," said Jen-Hsun Huang, CEO and co-founder, NVIDIA. -
Programming Graphics Hardware Overview of the Tutorial: Afternoon
Tutorial 5 ProgrammingProgramming GraphicsGraphics HardwareHardware Randy Fernando, Mark Harris, Matthias Wloka, Cyril Zeller Overview of the Tutorial: Morning 8:30 Introduction to the Hardware Graphics Pipeline Cyril Zeller 9:30 Controlling the GPU from the CPU: the 3D API Cyril Zeller 10:15 Break 10:45 Programming the GPU: High-level Shading Languages Randy Fernando 12:00 Lunch Tutorial 5: Programming Graphics Hardware Overview of the Tutorial: Afternoon 12:00 Lunch 14:00 Optimizing the Graphics Pipeline Matthias Wloka 14:45 Advanced Rendering Techniques Matthias Wloka 15:45 Break 16:15 General-Purpose Computation Using Graphics Hardware Mark Harris 17:30 End Tutorial 5: Programming Graphics Hardware Tutorial 5: Programming Graphics Hardware IntroductionIntroduction toto thethe HardwareHardware GraphicsGraphics PipelinePipeline Cyril Zeller Overview Concepts: Real-time rendering Hardware graphics pipeline Evolution of the PC hardware graphics pipeline: 1995-1998: Texture mapping and z-buffer 1998: Multitexturing 1999-2000: Transform and lighting 2001: Programmable vertex shader 2002-2003: Programmable pixel shader 2004: Shader model 3.0 and 64-bit color support PC graphics software architecture Performance numbers Tutorial 5: Programming Graphics Hardware Real-Time Rendering Graphics hardware enables real-time rendering Real-time means display rate at more than 10 images per second 3D Scene = Image = Collection of Array of pixels 3D primitives (triangles, lines, points) Tutorial 5: Programming Graphics Hardware Hardware Graphics Pipeline