Designing Heterogeneous Many-Core Processors to Provide High Performance Under Limited Chip Power Budget
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
CUDA Particle-Based Fluid Simulation
CUDA Particle-based Fluid Simulation Simon Green Overview Fluid Simulation Techniques CUDA particle simulation Spatial subdivision techniques Rendering methods Future © NVIDIA Corporation 2008 Fluid Simulation Techniques Various approaches: Grid based (Eulerian) Stable fluids Particle level set Particle based (Lagrangian) SPH (smoothed particle hydrodynamics) MPS (Moving-Particle Semi-Implicit) Height field FFT (Tessendorf) Wave propagation – e.g. Kass and Miller © NVIDIA Corporation 2008 CUDA N-Body Demo Computes gravitational attraction between n bodies Computes all n2 interactions Uses shared memory to reduce memory bandwidth 16K bodies @ 44 FPS x 20 FLOPS / interaction x 16K2 interactions / frame = 240 GFLOP/s GeForce 8800 GTX © NVIDIA Corporation 2008 Particle-based Fluid Simulation Advantages Conservation of mass is trivial Easy to track free surface Only performs computation where necessary Not necessarily constrained to a finite grid Easy to parallelize Disadvantages Hard to extract smooth surface from particles Requires large number of particles for realistic results © NVIDIA Corporation 2008 Particle Fluid Simulation Papers Particle-Based Fluid Simulation for Interactive Applications, M. Müller, 2003 3000 particles, 5fps Particle-based Viscoelastic Fluid Simulation, Clavet et al, 2005 1000 particles, 10fps 20,000 particles, 2 secs / frame © NVIDIA Corporation 2008 CUDA SDK Particles Demo Particles with simple collisions Uses uniform grid based on sorting Uses fast CUDA radix sort Current performance: >100 fps for 65K interacting -
NVIDIA Physx SDK EULA
NVIDIA CORPORATION NVIDIA® PHYSX® SDK END USER LICENSE AGREEMENT Welcome to the new world of reality gaming brought to you by PhysX® acceleration from NVIDIA®. NVIDIA Corporation (“NVIDIA”) is willing to license the PHYSX SDK and the accompanying documentation to you only on the condition that you accept all the terms in this License Agreement (“Agreement”). IMPORTANT: READ THE FOLLOWING TERMS AND CONDITIONS BEFORE USING THE ACCOMPANYING NVIDIA PHYSX SDK. IF YOU DO NOT AGREE TO THE TERMS OF THIS AGREEMENT, NVIDIA IS NOT WILLING TO LICENSE THE PHYSX SDK TO YOU. IF YOU DO NOT AGREE TO THESE TERMS, YOU SHALL DESTROY THIS ENTIRE PRODUCT AND PROVIDE EMAIL VERIFICATION TO [email protected] OF DELETION OF ALL COPIES OF THE ENTIRE PRODUCT. NVIDIA MAY MODIFY THE TERMS OF THIS AGREEMENT FROM TIME TO TIME. ANY USE OF THE PHYSX SDK WILL BE SUBJECT TO SUCH UPDATED TERMS. A CURRENT VERSION OF THIS AGREEMENT IS POSTED ON NVIDIA’S DEVELOPER WEBSITE: www.developer.nvidia.com/object/physx_eula.html 1. Definitions. “Licensed Platforms” means the following: - Any PC or Apple Mac computer with a NVIDIA CUDA-enabled processor executing NVIDIA PhysX; - Any PC or Apple Mac computer running NVIDIA PhysX software executing on the primary central processing unit of the PC only; - Any PC utilizing an AGEIA PhysX processor executing NVIDIA PhysX code; - Microsoft XBOX 360; - Nintendo Wii; and/or - Sony Playstation 3 “Physics Application” means a software application designed for use and fully compatible with the PhysX SDK and/or NVIDIA Graphics processor products, including but not limited to, a video game, visual simulation, movie, or other product. -
Performance and Energy Efficient Network-On-Chip Architectures
Linköping Studies in Science and Technology Dissertation No. 1130 Performance and Energy Efficient Network-on-Chip Architectures Sriram R. Vangal Electronic Devices Department of Electrical Engineering Linköping University, SE-581 83 Linköping, Sweden Linköping 2007 ISBN 978-91-85895-91-5 ISSN 0345-7524 ii Performance and Energy Efficient Network-on-Chip Architectures Sriram R. Vangal ISBN 978-91-85895-91-5 Copyright Sriram. R. Vangal, 2007 Linköping Studies in Science and Technology Dissertation No. 1130 ISSN 0345-7524 Electronic Devices Department of Electrical Engineering Linköping University, SE-581 83 Linköping, Sweden Linköping 2007 Author email: [email protected] Cover Image A chip microphotograph of the industry’s first programmable 80-tile teraFLOPS processor, which is implemented in a 65-nm eight-metal CMOS technology. Printed by LiU-Tryck, Linköping University Linköping, Sweden, 2007 Abstract The scaling of MOS transistors into the nanometer regime opens the possibility for creating large Network-on-Chip (NoC) architectures containing hundreds of integrated processing elements with on-chip communication. NoC architectures, with structured on-chip networks are emerging as a scalable and modular solution to global communications within large systems-on-chip. NoCs mitigate the emerging wire-delay problem and addresses the need for substantial interconnect bandwidth by replacing today’s shared buses with packet-switched router networks. With on-chip communication consuming a significant portion of the chip power and area budgets, there is a compelling need for compact, low power routers. While applications dictate the choice of the compute core, the advent of multimedia applications, such as three-dimensional (3D) graphics and signal processing, places stronger demands for self-contained, low-latency floating-point processors with increased throughput. -
Computer Architecture: Dataflow (Part I)
Computer Architecture: Dataflow (Part I) Prof. Onur Mutlu Carnegie Mellon University A Note on This Lecture n These slides are from 18-742 Fall 2012, Parallel Computer Architecture, Lecture 22: Dataflow I n Video: n http://www.youtube.com/watch? v=D2uue7izU2c&list=PL5PHm2jkkXmh4cDkC3s1VBB7- njlgiG5d&index=19 2 Some Required Dataflow Readings n Dataflow at the ISA level q Dennis and Misunas, “A Preliminary Architecture for a Basic Data Flow Processor,” ISCA 1974. q Arvind and Nikhil, “Executing a Program on the MIT Tagged- Token Dataflow Architecture,” IEEE TC 1990. n Restricted Dataflow q Patt et al., “HPS, a new microarchitecture: rationale and introduction,” MICRO 1985. q Patt et al., “Critical issues regarding HPS, a high performance microarchitecture,” MICRO 1985. 3 Other Related Recommended Readings n Dataflow n Gurd et al., “The Manchester prototype dataflow computer,” CACM 1985. n Lee and Hurson, “Dataflow Architectures and Multithreading,” IEEE Computer 1994. n Restricted Dataflow q Sankaralingam et al., “Exploiting ILP, TLP and DLP with the Polymorphous TRIPS Architecture,” ISCA 2003. q Burger et al., “Scaling to the End of Silicon with EDGE Architectures,” IEEE Computer 2004. 4 Today n Start Dataflow 5 Data Flow Readings: Data Flow (I) n Dennis and Misunas, “A Preliminary Architecture for a Basic Data Flow Processor,” ISCA 1974. n Treleaven et al., “Data-Driven and Demand-Driven Computer Architecture,” ACM Computing Surveys 1982. n Veen, “Dataflow Machine Architecture,” ACM Computing Surveys 1986. n Gurd et al., “The Manchester prototype dataflow computer,” CACM 1985. n Arvind and Nikhil, “Executing a Program on the MIT Tagged-Token Dataflow Architecture,” IEEE TC 1990. -
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 ............................................. -
Nvidia Corporation 2016 Annual Report
2017 NVIDIA CORPORATION ANNUAL REVIEW NOTICE OF ANNUAL MEETING PROXY STATEMENT FORM 10-K THE AGE OF THE GPU IS UPON US THE NEXT PLATFORM A decade ago, we set out to transform the GPU into a powerful computing platform—a specialized tool for the da Vincis and Einsteins of our time. GPU computing has since opened a floodgate of innovation. From gaming and VR to AI and self-driving cars, we’re at the center of the most promising trends in our lifetime. The world has taken notice. Jensen Huang CEO and Founder, NVIDIA NVIDIA GEFORCE HAS MOVED FROM GRAPHICS CARD TO GAMING PLATFORM FORBES The PC drives the growth of computer gaming, the largest entertainment industry in the world. The mass popularity of eSports, the evolution of gaming into a social medium, and the advance of new technologies like 4K, HDR, and VR will fuel its further growth. Today, 200 million gamers play on GeForce, the world’s largest gaming platform. Our breakthrough NVIDIA Pascal architecture delighted gamers, and we built on its foundation with new capabilities, like NVIDIA Ansel, the most advanced in-game photography system ever built. To serve the 1 billion new or infrequent gamers whose PCs are not ready for today’s games, we brought the GeForce NOW game streaming service to Macs and PCs. Mass Effect: Andromeda. Courtesy of Electronic Arts. THE BEST ANDROID TV DEVICE JUST GOT BETTER ENGADGET NVIDIA SHIELD TV, controller, and remote. NVIDIA SHIELD is taking NVIDIA gaming and AI into living rooms around the world. The most advanced streamer now boasts 1,000 games, has the largest open catalog of media in 4K, and can serve as the brain of the AI home. -
Configurable Fine-Grain Protection for Multicore Processor Virtualization 1
Configurable Fine-Grain Protection for Multicore Processor Virtualization David Wentzlaff1, Christopher J. Jackson2, Patrick Griffin3, and Anant Agarwal2 [email protected], [email protected], griffi[email protected], [email protected] 1Princeton University 2Tilera Corp. 3Google Inc. Abstract TLB Access DMA Engine “User” Network I/O Network 2 2 2 2 1 3 1 3 1 3 1 3 Multicore architectures, with their abundant on-chip re- 0 0 0 0 sources, are effectively collections of systems-on-a-chip. The protection system for these architectures must support Key: 0 – User Code, 1 – OS, 2 – Hypervisor, 3 – Hypervisor Debugger multiple concurrently executing operating systems (OSes) Figure 1. With CFP, system software can dy• with different needs, and manage and protect the hard- namically set the privilege level needed to ac• ware’s novel communication mechanisms and hardware cess each fine•grain processor resource. features. Traditional protection systems are insufficient; they protect supervisor from user code, but typically do not protect one system from another, and only support fixed as- ticore systems, a protection system must both temporally signment of resources to protection levels. In this paper, protect and spatially isolate access to resources. Spatial iso- we propose an alternative to traditional protection systems lation is the need to isolate different system software stacks which we call configurable fine-grain protection (CFP). concurrently executing on spatially disparate cores in a mul- CFP enables the dynamic assignment of in-core resources ticore system. Spatial isolation is especially important now to protection levels. We investigate how CFP enables differ- that multicore systems have directly accessible networks ent system software stacks to utilize the same configurable connecting cores to other cores and cores to I/O devices. -
AMD Pcie® ADD-IN BOARD
NVIDIA GT610 PCIe® for passive ADD-IN BOARD Datasheet AEGX-N3A1-01FSS1 CONTENTS 1. Feature .................................................................................................................. 3 2. Functional Overview ............................................................................................. 4 2.1. GPU Block diagram .................................................................................... 4 2.2. GPU ............................................................................................................ 4 2.3. Memory Interface ..................................................................................... 5 2.4. Features and Technologies ....................................................................... 5 2.5. Display Support ......................................................................................... 5 2.6. Digital Audio .............................................................................................. 5 2.7. Video ......................................................................................................... 6 3. PIN Assignment and Description………………………………………………………………………..7 3.1. DVI-I Connector Pinout ............................................................................ .7 3.2. HDMI 1.4a Connector Pinout ................................................................... .8 3.3. VGA Connector Pinout ............................................................................. .9 3.4. VGA Header Pinout ................................................................................ -
Inside Chips
InsideChips.VenturesTM Tracking Fabless, IP & Design-House Startups Volume 6, Number 5 May 2005 Business Microscope Semiconductor Forecast ... Each year, analyzing capital spending and fab capacity trends, InsideChips bestows a Semiconductor Forecast researching ASIC markets and technologies, and Award to the best analyst forecaster after actual following emerging markets for ICs such as cellular results are posted by the SIA. The purpose of the phones. Feldhan is the founder of SEMICO, one of program is to identify and recognize top analysts the several market research boutiques that spun out whose methodology and experience result in of In-Stat during the 1980s. SEMICO is a consistently accurate forecasting. semiconductor-centric market research firm whose Based on forecasts made in Q4 2003, the award services include consulting, reports, events and for the best semiconductor forecast made by a market newsletters. research firm for 2004 is shared by Bill McClean of The most conservative forecasts for 2004 were IC Insights and Jim Feldhan of SEMICO Research. Both analysts 17%, 18% and 19% made by iSupply, IDC, and SIA, respectively. forecasted +27% growth for 2004, which came in very close to VLSI Research was most optimistic at 32%. The semiconductor the actual +28% growth over 2003 as announced by the forecasts for 2004 average 25.6%. Semiconductor Industry Association. McClean also won This year, the industry has cooled from last year’s double- InsideChips’ forecast award for his semiconductor predictions digit pace. The average forecast compiled from all analysts is a for 2002. modest 1.4%. Prior to forming IC Insights, McClean worked at ICE Readers can view the results of last year’s forecasts on Corporation (acquired by Chipworks). -
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. -
CG-Ooo Energy-Efficient Coarse-Grain Out-Of-Order Execution
CG-OoO Energy-Efficient Coarse-Grain Out-of-Order Execution Milad Mohammadi⋆, Tor M. Aamodt†, William J. Dally⋆‡ ⋆Stanford University, †University of British Columbia, ‡NVIDIA Research [email protected], [email protected], [email protected] ABSTRACT CG-OoO model to make it even more energy efficient. We introduce the Coarse-Grain Out-of-Order (CG- Despite the significant achievements in improving en- OoO) general purpose processor designed to achieve ergy and performance properties of the OoO proces- close to In-Order processor energy while maintaining sor in the recent years [2], studies show the energy Out-of-Order (OoO) performance. CG-OoO is an and performance attributes of the OoO execution model energy-performance proportional general purpose remain superlinearly proportional [3, 4]. Studies indi- architecture that scales according to the program cate control speculation and dynamic scheduling tech- load1. Block-level code processing is at the heart of nique amount to 88% and 10% of the OoO superior the this architecture; CG-OoO speculates, fetches, performance compared to the In-Order (InO) proces- schedules, and commits code at block-level granu- sor [5]. Scheduling and speculation in OoO is performed larity. It eliminates unnecessary accesses to energy at instruction granularity regardless of the instruction consuming tables, and turns large tables into smaller type even though they are mainly effective during un- and distributed tables that are cheaper to access. predictable dynamic events (e.g. unpredictable cache CG-OoO leverages compiler-level code optimizations misses) [5]. Furthermore, our studies show speculation to deliver efficient static code, and exploits dynamic and dynamic scheduling amount to 67% and 51% of instruction-level parallelism and block-level parallelism. -
Datasheet GFX-N3A3-V5LMS1
NVIDIA GT630 D3 1024 VHDCI to 4 HDMI PCIe® ADD-IN BOARD Datasheet GFX-N3A3-V5LMS1 CONTENTS 1. Feature .................................................................................................................. 3 2. Functional Overview ............................................................................................. 4 2.1. GPU Block diagram .................................................................................... 4 2.2. Key Features .............................................................................................. 4 2.3. Memory ..................................................................................................... 5 2.4. Features and Technologies ....................................................................... 5 2.5. Display Support ......................................................................................... 5 2.6. Video ......................................................................................................... 5 2.7. Bus Support Features ................................................................................ 6 3. PIN Assignment and Description………………………………………………………………………..6 3.1. HDMI Connector Pinout ........................................................................... .6 4. Power Specifications ............................................................................................. 7 5. Thermal Specifications .......................................................................................... 7 6. Output configuration and