Rcuda, an Approach to Provide Remote Access to GPU
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GPU-Based Deep Learning Inference
Whitepaper GPU-Based Deep Learning Inference: A Performance and Power Analysis November 2015 1 Contents Abstract ......................................................................................................................................................... 3 Introduction .................................................................................................................................................. 3 Inference versus Training .............................................................................................................................. 4 GPUs Excel at Neural Network Inference ..................................................................................................... 5 Inference Optimizations in Caffe and cuDNN 4 ........................................................................................ 5 Experimental Setup and Testing Methodology ........................................................................................ 7 Inference on Small and Large GPUs .......................................................................................................... 8 Conclusion ................................................................................................................................................... 10 References .................................................................................................................................................. 10 2 Abstract Deep learning methods are revolutionizing various areas of machine perception. On a -
Numerical Behavior of NVIDIA Tensor Cores
Numerical behavior of NVIDIA tensor cores Massimiliano Fasi1, Nicholas J. Higham2, Mantas Mikaitis2 and Srikara Pranesh2 1 School of Science and Technology, Örebro University, Örebro, Sweden 2 Department of Mathematics, University of Manchester, Manchester, UK ABSTRACT We explore the floating-point arithmetic implemented in the NVIDIA tensor cores, which are hardware accelerators for mixed-precision matrix multiplication available on the Volta, Turing, and Ampere microarchitectures. Using Volta V100, Turing T4, and Ampere A100 graphics cards, we determine what precision is used for the intermediate results, whether subnormal numbers are supported, what rounding mode is used, in which order the operations underlying the matrix multiplication are performed, and whether partial sums are normalized. These aspects are not documented by NVIDIA, and we gain insight by running carefully designed numerical experiments on these hardware units. Knowing the answers to these questions is important if one wishes to: (1) accurately simulate NVIDIA tensor cores on conventional hardware; (2) understand the differences between results produced by code that utilizes tensor cores and code that uses only IEEE 754-compliant arithmetic operations; and (3) build custom hardware whose behavior matches that of NVIDIA tensor cores. As part of this work we provide a test suite that can be easily adapted to test newer versions of the NVIDIA tensorcoresaswellassimilaracceleratorsfromothervendors,astheybecome available. Moreover, we identify a non-monotonicity issue -
Manycore GPU Architectures and Programming, Part 1
Lecture 19: Manycore GPU Architectures and Programming, Part 1 Concurrent and Mul=core Programming CSE 436/536, [email protected] www.secs.oakland.edu/~yan 1 Topics (Part 2) • Parallel architectures and hardware – Parallel computer architectures – Memory hierarchy and cache coherency • Manycore GPU architectures and programming – GPUs architectures – CUDA programming – Introduc?on to offloading model in OpenMP and OpenACC • Programming on large scale systems (Chapter 6) – MPI (point to point and collec=ves) – Introduc?on to PGAS languages, UPC and Chapel • Parallel algorithms (Chapter 8,9 &10) – Dense matrix, and sorng 2 Manycore GPU Architectures and Programming: Outline • Introduc?on – GPU architectures, GPGPUs, and CUDA • GPU Execuon model • CUDA Programming model • Working with Memory in CUDA – Global memory, shared and constant memory • Streams and concurrency • CUDA instruc?on intrinsic and library • Performance, profiling, debugging, and error handling • Direc?ve-based high-level programming model – OpenACC and OpenMP 3 Computer Graphics GPU: Graphics Processing Unit 4 Graphics Processing Unit (GPU) Image: h[p://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html 5 Graphics Processing Unit (GPU) • Enriching user visual experience • Delivering energy-efficient compung • Unlocking poten?als of complex apps • Enabling Deeper scien?fic discovery 6 What is GPU Today? • It is a processor op?mized for 2D/3D graphics, video, visual compu?ng, and display. • It is highly parallel, highly multhreaded mulprocessor op?mized for visual -
Numerical Behavior of NVIDIA Tensor Cores Fasi, Massimiliano And
Numerical Behavior of NVIDIA Tensor Cores Fasi, Massimiliano and Higham, Nicholas J. and Mikaitis, Mantas and Pranesh, Srikara 2020 MIMS EPrint: 2020.10 Manchester Institute for Mathematical Sciences School of Mathematics The University of Manchester Reports available from: http://eprints.maths.manchester.ac.uk/ And by contacting: The MIMS Secretary School of Mathematics The University of Manchester Manchester, M13 9PL, UK ISSN 1749-9097 Numerical Behavior of NVIDIA Tensor Cores Massimiliano Fasi*1, Nicholas J. Higham2, Mantas Mikaitis2, and Srikara Pranesh2 1School of Science and Technology, Orebro¨ University, Orebro,¨ Sweden 2Department of Mathematics, University of Manchester, Manchester, United Kingdom Corresponding author: Mantas Mikaitis2 Email address: [email protected] ABSTRACT We explore the floating-point arithmetic implemented in the NVIDIA tensor cores, which are hardware accelerators for mixed-precision matrix multiplication available on the Volta, Turing, and Ampere microarchitectures. Using Volta V100, Turing T4 and Ampere A100 graphics cards, we determine what precision is used for the intermediate results, whether subnormal numbers are supported, what rounding mode is used, in which order the operations underlying the matrix multiplication are performed, and whether partial sums are normalized. These aspects are not documented by NVIDIA, and we gain insight by running carefully designed numerical experiments on these hardware units. Knowing the answers to these questions is important if one wishes to: 1) accurately simulate NVIDIA tensor cores on conventional hardware; 2) understand the differences between results produced by code that utilizes tensor cores and code that uses only IEEE 754-compliant arithmetic operations; and 3) build custom hardware whose behavior matches that of NVIDIA tensor cores. -
NVIDIA's Opengl Functionality
NVIDIANVIDIA ’’ss OpenGLOpenGL FunctionalityFunctionality Session 2127 | Room A5 | Monday, September, 20th, 16:00 - 17:20 San Jose Convention Center, San Jose, California Mark J. Kilgard • Principal System Software Engineer – OpenGL driver – Cg (“C for graphics”) shading language • OpenGL Utility Toolkit (GLUT) implementer • Author of OpenGL for the X Window System • Co-author of Cg Tutorial Outline • OpenGL’s importance to NVIDIA • OpenGL 3.3 and 4.0 • OpenGL 4.1 • Loose ends: deprecation, Cg, further extensions OpenGL Leverage Cg Parallel Nsight SceniX CompleX OptiX Example of Hybrid Rendering with OptiX OpenGL (Rasterization) OptiX (Ray tracing) Parallel Nsight Provides OpenGL Profiling Configure Application Trace Settings Parallel Nsight Provides OpenGL Profiling Magnified trace options shows specific OpenGL (and Cg) tracing options Parallel Nsight Provides OpenGL Profiling Parallel Nsight Provides OpenGL Profiling Trace of mix of OpenGL and CUDA shows glFinish & OpenGL draw calls OpenGL In Every NVIDIA Business OpenGL on Quadro – World class OpenGL 4 drivers – 18 years of uninterrupted API compatibility – Workstation application certifications – Workstation application profiles – Display list optimizations – Fast antialiased lines – Largest memory configurations: 6 gigabytes – GPU affinity – Enhanced interop with CUDA and multi-GPU OpenGL – Advanced multi-GPU rendering – Overlays – Genlock – Unified Back Buffer for less framebuffer memory usage – Cross-platform • Windows XP, Vista, Win7, Linux, Mac, FreeBSD, Solaris – SLI Mosaic – -
Lecture: Manycore GPU Architectures and Programming, Part 1
Lecture: Manycore GPU Architectures and Programming, Part 1 CSCE 569 Parallel Computing Department of Computer Science and Engineering Yonghong Yan [email protected] https://passlab.github.io/CSCE569/ 1 Manycore GPU Architectures and Programming: Outline • Introduction – GPU architectures, GPGPUs, and CUDA • GPU Execution model • CUDA Programming model • Working with Memory in CUDA – Global memory, shared and constant memory • Streams and concurrency • CUDA instruction intrinsic and library • Performance, profiling, debugging, and error handling • Directive-based high-level programming model – OpenACC and OpenMP 2 Computer Graphics GPU: Graphics Processing Unit 3 Graphics Processing Unit (GPU) Image: http://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html 4 Graphics Processing Unit (GPU) • Enriching user visual experience • Delivering energy-efficient computing • Unlocking potentials of complex apps • Enabling Deeper scientific discovery 5 What is GPU Today? • It is a processor optimized for 2D/3D graphics, video, visual computing, and display. • It is highly parallel, highly multithreaded multiprocessor optimized for visual computing. • It provide real-time visual interaction with computed objects via graphics images, and video. • It serves as both a programmable graphics processor and a scalable parallel computing platform. – Heterogeneous systems: combine a GPU with a CPU • It is called as Many-core 6 Graphics Processing Units (GPUs): Brief History GPU Computing General-purpose computing on graphics processing units (GPGPUs) GPUs with programmable shading Nvidia GeForce GE 3 (2001) with programmable shading DirectX graphics API OpenGL graphics API Hardware-accelerated 3D graphics S3 graphics cards- single chip 2D accelerator Atari 8-bit computer IBM PC Professional Playstation text/graphics chip Graphics Controller card 1970 1980 1990 2000 2010 Source of information http://en.wikipedia.org/wiki/Graphics_Processing_Unit 7 NVIDIA Products • NVIDIA Corp. -
NVIDIA Performance Primitives & Video Codecs On
NVIDIA Performance Primitives & Video Codecs on GPU Gold Room | Thursday 1st October 2009 | Anton Obukhov & Frank Jargstorff Overview • Two presentations: – NPP (Frank Jargstorff) – Video Codes on NVIDIA GPUs (Anton Obukhov) • NPP Overview – NPP Goals – How to use NPP? – What is in NPP? – Performance What is NPP? • C Library of functions (primitives) running on CUDA architecture • API identical to IPP (Intel Integrated Performance Primitives) • Speedups up to 32x over IPP • Free distribution – binary packages for Windows and Linux (32- and 64 bit), Mac OS X • Release Candidate 1.0: Available to Registered Developers now. – Final release in two weeks at http://www.nvidia.com/npp NPP’s Goals • Ease of use – no knowledge of GPU architecture required – integrates well with existing projects • work well if added into existing projects • work well in conjunction with other libraries • Runs on CUDA Architecture GPUs • High Performance – relieve developers from optimization burden • Algorithmic Building Blocks (Primitives) – recombine to solve wide range of problems Ease of Use • Implements Intel’s IPP API verbatim – IPP widely used in high-performance software development – well designed API • Uses CUDA “runtime API” – device memory is handled via simple C-style pointers – pointers in the NPP API are device pointers – but: host and device memory management left to user (for performance reasons) • Pointer based API – pointers facilitate interoperability with existing code (C for CUDA) and libraries (cuFFT, cuBLAS, etc.) – imposes no “framework” -
NVIDIA Trademark and Logo Usage Guidelines
NVIDIA Trademark and Logo Usage Guidelines The NVIDIA Trademark and Logo Usage Guidelines includes information regarding when it is appropriate to use each of the trademarks and logos, when to use various versions of the logo, the correct way to use the trademarks in text, minimum sizing and spacing requirements, and color details. General Requirements for Logo Use NVIDIA Logo Primarily used to show a relationship with NVIDIA, such as a joint sponsorship at an event or partnership. Product Logos These include NVIDIA, GeForce GTX, GeForce RTX, Quadro, Quadro RTX, SHIELD, Tesla, Tegra, and NVS. May be used to promote partner products that include the corresponding NVIDIA products. Technology Logos These include PureVideo, PhysX, 3D Vision, GPU Boost, TXAA, Maximus. Other technology logos require separate license agreements at this time. • May be used to promote hardware products that include the corresponding technology as well as software products that support the technology. (Note: PureVideo HD, 3D Vision, and Maximus require a separate agreement.) Program Logos This includes “Graphics by NVIDIA®”. Other program logos require separate license agreements at this time. “Graphics by NVIDIA” may be used to promote products that contain NVIDIA GPUs (GeForce or Quadro). Permission must be granted by NVIDIA prior to use. Related stickers are available for use on PC systems. In general, multiple NVIDIA logos may not be used by licensees unless express permission has been granted by NVIDIA in writing or through current guidelines. NVIDIA Trademark and Logo Usage Guidelines - 2019 Use of NVIDIA Trademarks in Partner Product Names As part of the licensing agreement, NVIDIA allows partners to use the GeForce GTX trademarks in partner product names when certain guidelines are followed. -
NVIDIA 455.28 Released
Published on Tux Machines (http://www.tuxmachines.org) Home > content > NVIDIA 455.28 Released NVIDIA 455.28 Released By Roy Schestowitz Created 07/10/2020 - 6:07pm Submitted by Roy Schestowitz on Wednesday 7th of October 2020 06:07:09 PM Filed under Graphics/Benchmarks [1] NVIDIA 455.28 Released As Stable Linux Driver For RTX 3080/3090 [2] Last month marked the release of the 455.23.04 beta driver for NVIDIA Linux users in providing support for the GeForce RTX 3080 and 3090 graphics cards. The NVIDIA 455.28 Linux driver is out today as their first official 455 series release and also stable RTX 3080/3090 Ampere support. On top of the NVIDIA 455 series supporting the Ampere RTX 30 series, the driver series for Linux users also adds VDPAU VP9 10/12-bit support, improved base mosaic support, support for the NVIDIA NGX updater, Vulkan additions, and more. NVIDIA driver 455.28 is out for Linux, new GPU support and lots of bug fixes[3] NVIDIA have produced a brand new stable Linux driver with version 455.28, which adds in new GPU support and there's plenty of fixes for us too. This is a proper mainline stable driver, so it should be good for anyone to upgrade with. A lot of this is coming over from previous Beta releases. With this new 455.28 driver it sees official Linux support for the GeForce RTX 3080, GeForce RTX 3090 and the GeForce MX450. That's not all that was added. In this release they hooked up support for a new device-local VkMemoryType which is host-coherent and host-visible, which they said may lead to better performance for running certain titles with the DXVK translation layer like DiRT Rally 2.0, DOOM: Eternal and World of Warcraft. -
Nvidia Drivers Download Gt 1030 Nvidia Drivers Download Gt 1030
nvidia drivers download gt 1030 Nvidia drivers download gt 1030. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 66b5182e9e420d3a • Your IP : 188.246.226.140 • Performance & security by Cloudflare. Nvidia drivers download gt 1030. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 66b5182f0859c3fc • Your IP : 188.246.226.140 • Performance & security by Cloudflare. -
Brand Guidelines for the NVIDIA Partner Network Brand Compliance Requirements and Usage Examples
Brand Guidelines for the NVIDIA Partner Network Brand Compliance Requirements and Usage Examples TABLE OF CONTENTS Introduction 3 Mentioning NVIDIA 5 Logos and Usage 7 Company Logo 9 NVIDIA Partner Network (NPN) Badge 14 Mentioning an NVIDIA Product or Technology 17 Use Cases 22 Quadro RTX Addendum 27 Brand Alignment Checklist 31 NVIDIA CONFIDENTIAL - DO NOT DISTRIBUTE V2020.05.15 2 Introduction The Purpose of This Document This document provides the tools and minimum compliance guidance you need to build great marketing assets with a clear, consistent NVIDIA enterprise value proposition for your customers and partners. Intended users of this Brand Guideline are members of the NVIDIA Partner Network (NPN), including Original Equipment Manufacturers (OEMs), Solution Advisors, Cloud Service Providers (CSPs), Solution Providers, Distributors, Solutions Integrators, and Service Delivery partners. It’s important for all NPN partners to align with NVIDIA trademark usage guidelines and meet the minimum brand compliance requirements (name, brand, copy) defined on page 4 of this NVIDIA Branding Guideline. NPN partners cannot use any NVIDIA trademarks, trade names, logos, written language, graphics, or images in any manner that isn’t expressly authorized by NVIDIA and outlined in this document. NPN partners also shouldn’t modify or otherwise deviate from the NVIDIA Branding Guidelines without NVIDIA’s prior written consent. Adherence to these guidelines is strictly governed by the NVIDIA Partner Network (NPN) agreement, and compliance is a specific requirement of the MDF Policy document or the NPN Partner Program Guide. If you have any questions regarding the use of these guidelines, please contact your regional NVIDIA partner marketing representative. -
Programming the GPU: High-Level Shading Languages
Tutorial 5: Programming Graphics Hardware ProgrammingProgramming thethe GPU:GPU: HighHigh-LevelHigh--LevelLevel ShadingShading LanguagesLanguages Randy Fernando Developer Technology Group TalkTalk OverviewOverview The Evolution of GPU Programming Languages GPU Programming Languages and the Graphics Pipeline Syntax Examples HLSL FX framework Tutorial 5: Programming Graphics Hardware TheThe EvolutionEvolution ofof GPUGPU ProgrammingProgramming LanguagesLanguages C IRIS GL RenderMan (AT&T, 1970s) (SGI, 1982) (Pixar, 1988) C++ OpenGL PixelFlow (AT&T, 1983) (ARB, 1992) Shading Language (UNC, 1998) Java Reality Lab (Sun, 1994) (RenderMorphics, 1994) Real-Time Direct3D Shading (Microsoft, 1995) Language (Stanford, 2001) HLSL Cg GLSL (Microsoft, 2002) (NVIDIA, 2002) (ARB, 2003) Tutorial 5: Programming Graphics Hardware NVIDIA’sNVIDIA’s PositionPosition onon GPUGPU ShadingShading LanguagesLanguages Bottom line: please take advantage of all the transistors we pack into our GPUs! Use whatever language you like We will support you Working with Microsoft on HLSL compiler NVIDIA compiler team working on Cg compiler NVIDIA compiler team working on GLSL compiler If you find bugs, send them to us and we’ll get them fixed Tutorial 5: Programming Graphics Hardware TheThe NeedNeed forfor ProgrammabilityProgrammability Virtua Fighter Dead or Alive 3 Dawn (SEGA Corporation) (Tecmo Corporation) (NVIDIA Corporation) NV1 Xbox (NV2A) GeForce FX (NV30) 50K triangles/sec 100M triangles/sec 200M triangles/sec 1M pixel ops/sec 1G pixel ops/sec 2G pixel ops/sec 1M