Next-Gen Tile-Based Gpus
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Workload Characterization of 3D Games
Workload Characterization of 3D Games Jordi Roca, Victor Moya, Carlos González, Chema Solís, Agustín Fernández, Department of Computer Architecture, Universitat Politècnica de Catalunya, [email protected] and Roger Espasa, Intel, DEG, Barcelona For example, [1][2] characterize the span processing workload in the rasterization stage. However, today all GPUs use the Abstract—The rapid pace of change in 3D game technology linear edge function rasterization algorithm [6], making span makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less processing no longer relevant. As another example, [1] studies quantitative information about games is available. This paper the geometry BW requirements per frame, which has focuses on analyzing a set of modern 3D games at the API call nowadays substantially decreased thanks to the use of indexed level and at the microarchitectural level using the Attila modes and storing vertexes in local GPU memory. simulator. In addition to common geometry metrics and, in order The goal of this work is to analyze and characterize a set of to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze performance key characteristics recent OpenGL (OGL) and Direct3D (D3D) interactive games such as the balance between texture and ALU instructions in at the API level as well as at the microarchitectural level. In fragment programs, dynamic anisotropic ratios, vertex, z-stencil, general, 3D games can be analyzed at different levels: at color and texture cache performance. application CPU instruction level, disc I/O requests level, or PCI-AGP bus transactions level as [3] does. In this paper, the I.INTRODUCTION approach taken is to characterize the graphics API level (OGL GPU design and 3D game technology evolve side by side in or D3D) and complement the information with leaps and bounds. -
Computer Graphics on Mobile Devices
Computer Graphics on Mobile Devices Bruno Tunjic∗ Vienna University of Technology Figure 1: Different mobile devices available on the market today. Image courtesy of ASU [ASU 2011]. Abstract 1 Introduction Computer graphics hardware acceleration and rendering techniques Under the term mobile device we understand any device designed have improved significantly in recent years. These improvements for use in mobile context [Marcial 2010]. In other words this term are particularly noticeable in mobile devices that are produced in is used for devices that are battery-powered and therefore physi- great amounts and developed by different manufacturers. New tech- cally movable. This group of devices includes mobile (cellular) nologies are constantly developed and this extends the capabilities phones, personal media players (PMP), personal navigation devices of such devices correspondingly. (PND), personal digital assistants (PDA), smartphones, tablet per- sonal computers, notebooks, digital cameras, hand-held game con- soles and mobile internet devices (MID). Figure 1 shows different In this paper, a review about the existing and new hardware and mobile devices available on the market today. Traditional mobile software, as well as a closer look into some of the most important phones are aimed at making and receiving telephone calls over a revolutionary technologies, is given. Special emphasis is given on radio link. PDAs are personal organizers that later evolved into de- new Application Programming Interfaces (API) and rendering tech- vices with advanced units communication, entertainment and wire- niques that were developed in recent years. A review of limitations less capabilities [Wiggins 2004]. Smartphones can be seen as a that developers have to overcome when bringing graphics to mobile next generation of PDAs since they incorporate all its features but devices is also provided. -
Xenos: XBOX360 GPU
Xenos: XBOX360 GPU Michael Doggett Architect November 14, 2005 Overview • Xenos • Rendering performance • GPU architecture • Unified shader • Memory Export • Texture/Vertex Fetch • HDR rendering • Displaced subdivision surfaces • Graphics Hardware • GPU Realities • Graphics APIs • GPU Research 2 ATI - Driving the Visual Experience Everywhere • Products from cell phones to super computers Integrated Gaming Console Embedded Display Gaming Notebook Color Phone Display Digital TV Multimedia Workstation Multi Monitor Display 3 System architecture CPU 2x 10.8 GB/s 22.4GB/s UNIFIED Southbridge GPU MEMORY 2x PCIE Northbridge 700MHz 500MB/s 128bit GDDR3 32GB/s DAUGHTER DIE 4 Rendering performance • GPU to Daughter Die interface • 8 pixels/clk • 32BPP color • 4 samples Z - Lossless compression • 16 pixels/clk – Double Z • 4 samples Z - Lossless compression GPU 32GB/s DAUGHTER DIE 5 Rendering performance • Alpha and Z logic to EDRAM interface • 256GB/s • Color and Z - 32 samples • 32bit color, 24bit Z, 8bit stencil • Double Z - 64 samples • 24bit Z, 8bit stencil DAUGHTER DIE 8pix/clk, 4x MSAA, Stencil and Z test, Alpha blending 256GB/s 10MB EDRAM 6 GPU architecture GPU Primitive Setup Vertex Pipeline Index Stream Clipper Generator Pixel Pipeline Rasterizer Tessellator Hierarchical Z/S Display Pixels Unified Shader Texture/Vertex Fetch UNIFIED MEMORY Output Buffer Memory Export DAUGHTER DIE 7 Unified Shader • A revolutionary step in Graphics Hardware • One hardware design that performs both Vertex and Pixel shaders • Vertex processing power Vertices Vertices Pixels Vertex Shader Unified Shader Pixels Pixel Shader 8 Unified Shader • GPU based vertex and pixel load balancing • Better vertex and pixel resource usage • Union of features • E.g. -
Comparative Study of Various Systems on Chips Embedded in Mobile Devices
Innovative Systems Design and Engineering www.iiste.org ISSN 2222-1727 (Paper) ISSN 2222-2871 (Online) Vol.4, No.7, 2013 - National Conference on Emerging Trends in Electrical, Instrumentation & Communication Engineering Comparative Study of Various Systems on Chips Embedded in Mobile Devices Deepti Bansal(Assistant Professor) BVCOE, New Delhi Tel N: +919711341624 Email: [email protected] ABSTRACT Systems-on-chips (SoCs) are the latest incarnation of very large scale integration (VLSI) technology. A single integrated circuit can contain over 100 million transistors. Harnessing all this computing power requires designers to move beyond logic design into computer architecture, meet real-time deadlines, ensure low-power operation, and so on. These opportunities and challenges make SoC design an important field of research. So in the paper we will try to focus on the various aspects of SOC and the applications offered by it. Also the different parameters to be checked for functional verification like integration and complexity are described in brief. We will focus mainly on the applications of system on chip in mobile devices and then we will compare various mobile vendors in terms of different parameters like cost, memory, features, weight, and battery life, audio and video applications. A brief discussion on the upcoming technologies in SoC used in smart phones as announced by Intel, Microsoft, Texas etc. is also taken up. Keywords: System on Chip, Core Frame Architecture, Arm Processors, Smartphone. 1. Introduction: What Is SoC? We first need to define system-on-chip (SoC). A SoC is a complex integrated circuit that implements most or all of the functions of a complete electronic system. -
GPU Architecture & Comparison To
داﻧﺸﮕﺎه ﺻﻨﻌﺘ ﻲ ﺟﻨﺪي ﺷﺎﭘﻮر دزﻓﻮل داﻧﺸﻜﺪه ﺑﺮق و ﻛﺎﻣﭙﻴﻮﺗﺮ ﮔﺰارش ﭘﺮوژه ي ﭘﺎﻳﺎﻧﻲ رﺷﺘﻪ ﻣﻬﻨﺪﺳﻲ ﻛﺎﻣﭙﻴﻮﺗﺮ – ﺳﺨﺖ اﻓﺰار ﺑﺮرﺳﻲ ﻣﻌﻤﺎري ﭘﺮدازﻧﺪه ﻫﺎي ﮔﺮاﻓﻴﻜﻲ ( GPU ) ) و ﻣﻘﺎﻳﺴﻪ آﻧﻬﺎ ﺑﺎ ﭘﺮدازﻧﺪه ﻫﺎي ﻋﻤﻮﻣﻲ ( ﻧﺴﺨﻪ ﻏﻴﺮﻧﻬﺎﻳﻲ) داﻧﺸﺠﻮ : : اﺣﻤﺪ ﻟﺸﮕﺮ اﺳﺘﺎد راﻫﻨﻤﺎي ﭘﺮوژه : : ﻣﻬﻨﺪس ﻣﺠ ﺘﺒﻲ ﺳﻠﻄﺎﻧﻲ ﺗﻴﺮ ﻣﺎه 1389 ﺑﺴﻢ اﷲ اﻟﺮﺣﻤﻦ اﻟﺮﺣﻴﻢ ﺻﻔﺤﻪ | أ ﻓﻬﺮﺳﺖ ﻣﻄﺎﻟﺐ : : ﻣﻘﺪﻣﻪ ................................ ................................ ................................ ..................... 1 ﻓﺼﻞ اول : ﺗﻜﺎﻣﻞ ﻣﻌﻤﺎري GPU ﻫﺎ ................................ ................................ .................. 1 1 1- ﺧ ﻂ ﻟﻮﻟﻪ ﮔﺮاﻓﻴﻚ ................................ ................................ ................................ .. 2 1 1- 1- ورود رﺋﻮس ﺑﻪ ﺣﺎﻓﻈﻪ GPU ................................ ................................ ........... 3 1 1- 2- ﺳﺎﻳ ﻪزن راس ................................ ................................ ............................. 3 1 1- 3- ﺳﺎﻳ ﻪزن ﻫﻨﺪﺳﻲ ................................ ................................ .......................... 6 1 1- 4- رﺳﺘﺮاﻳﺰر ................................ ................................ ................................ .. 7 1 1- 5- ﺳﺎﻳ ﻪزن ﭘﻴ ﻜﺴﻞ ................................ ................................ ........................... 8 1 1- 6- ﺗﺮﻛﻴﺐ ﻧﻬﺎ ﻳﻲ ................................ ................................ ............................. 9 1 1- 7- ﺑﺎﻓﺖ ﻧﮕﺎري ................................ ................................ ............................. 10 1 1- 8- روش ﻫﺎي ﺿﺪﻧﺎﺻﺎﻓﻲ ............................... -
Innovative AMD Handheld Technology – the Ultimate Visual Experience™ Anywhere –
MEDIA BACKGROUNDER Innovative AMD Handheld Technology – The Ultimate Visual Experience™ Anywhere – AMD Vision AMD has a vision of a new era of mobile entertainment, bringing all the capabilities of a camera, camcorder, music player and 3D gaming console to mobile phones, smart phones and tomorrow’s converged portable devices. This vision is quickly becoming reality. Mass adoption of image and video sharing sites like YouTube, as well as the growing popularity of camera phones and personalized media services, are several trends that demonstrate ever-increasing consumer demand for “always connected” multimedia. And consumers have demonstrated a willingness to pay for sophisticated devices and services that deliver immersive, media-rich experiences. This increasing appetite for mobile multimedia makes it more important than ever for device manufacturers to quickly deliver the latest multimedia features – without significantly increasing design and manufacturing costs. AMD in Mobile Multimedia With the acquisition of ATI Technologies in 2006, AMD expanded beyond its traditional realm of PC computing to become a powerhouse in multimedia processing technologies. Building on more than 20 years of graphics and multimedia expertise, AMD is a leading supplier of media processors to the handheld market with nearly 250 million AMD Imageon™ media processors shipped to date. Furthermore, AMD is a significant source of mobile intellectual property (IP), licensing graphics technology to semiconductor suppliers. AMD provides customers with a top-to-bottom family of cutting-edge audio, video, imaging, graphics and mobile TV products. The scalable AMD technology platforms are based on open industry standards, and are designed for maximum performance with low power consumption. -
ATI Radeon™ HD 2000 Series Technology Overview
C O N F I D E N T I A L ATI Radeon™ HD 2000 Series Technology Overview Richard Huddy Worldwide DevRel Manager, AMD Graphics Products Group Introducing the ATI Radeon™ HD 2000 Series ATI Radeon™ HD 2900 Series – Enthusiast ATI Radeon™ HD 2600 Series – Mainstream ATI Radeon™ HD 2400 Series – Value 2 ATI Radeon HD™ 2000 Series Highlights Technology leadership Cutting-edge image quality features • Highest clock speeds – up to 800 MHz • Advanced anti-aliasing and texture filtering capabilities • Highest transistor density – up to 700 million transistors • Fast High Dynamic Range rendering • Lowest power for mobile • Programmable Tessellation Unit 2nd generation unified architecture ATI Avivo™ HD technology • Superscalar design with up to 320 stream • Delivering the ultimate HD video processing units experience • Optimized for Dynamic Game Computing • HD display and audio connectivity and Accelerated Stream Processing DirectX® 10 Native CrossFire™ technology • Massive shader and geometry processing • Superior multi-GPU support performance • Enabling the next generation of visual effects 3 The March to Reality Radeon HD 2900 Radeon X1950 Radeon Radeon X1800 X800 Radeon Radeon 9700 9800 Radeon 8500 Radeon 4 2nd Generation Unified Shader Architecture y Development from proven and successful Command Processor Sha S “Xenos” design (XBOX 360 graphics) V h e ade der Programmable r t Settupup e x al Z Tessellator r I Scan Converter / I n C ic n s h • New dispatch processor handling thousands of Engine ons Rasterizer Engine d t c r e r u x ar e c t f -
GPU4S: Embedded Gpus in Space
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. “The final publication is available at: DOI: 10.1109/DSD.2019.00064 GPU4S: Embedded GPUs in Space Leonidas Kosmidis∗,Jer´ omeˆ Lachaizey, Jaume Abella∗ Olivier Notebaerty, Francisco J. Cazorla∗;z, David Steenarix ∗Barcelona Supercomputing Center (BSC), Spain yAirbus Defence and Space, France zSpanish National Research Council (IIIA-CSIC), Spain xEuropean Space Agency, The Netherlands Abstract—Following the same trend of automotive and avion- in space [1][2]. Those studies concluded that although their ics, the space domain is witnessing an increase in the on-board energy efficiency is high, their power consumption is an order computing performance demands. This raise in performance of magnitude higher than the limited power budget of a space needs comes from both control and payload parts of the space- craft and calls for advanced electronics able to provide high system, which is limited to a couple of Watts. computational power under the constraints of the harsh space Interestingly, GPUs entered in the embedded domain to environment. On the non-technical side, for strategic reasons it is satisfy the increasing demand for multimedia-based hand- mandatory to get European independence on the used computing held and consumer devices such as smartphones, in-vehicle technology. In this project, which is still in its early phases, we entertainment systems, televisions, set-top boxes etc. -
Insight MFR By
Manufacturers, Publishers and Suppliers by Product Category 11/6/2017 10/100 Hubs & Switches ASCEND COMMUNICATIONS CIS SECURE COMPUTING INC DIGIUM GEAR HEAD 1 TRIPPLITE ASUS Cisco Press D‐LINK SYSTEMS GEFEN 1VISION SOFTWARE ATEN TECHNOLOGY CISCO SYSTEMS DUALCOMM TECHNOLOGY, INC. GEIST 3COM ATLAS SOUND CLEAR CUBE DYCONN GEOVISION INC. 4XEM CORP. ATLONA CLEARSOUNDS DYNEX PRODUCTS GIGAFAST 8E6 TECHNOLOGIES ATTO TECHNOLOGY CNET TECHNOLOGY EATON GIGAMON SYSTEMS LLC AAXEON TECHNOLOGIES LLC. AUDIOCODES, INC. CODE GREEN NETWORKS E‐CORPORATEGIFTS.COM, INC. GLOBAL MARKETING ACCELL AUDIOVOX CODI INC EDGECORE GOLDENRAM ACCELLION AVAYA COMMAND COMMUNICATIONS EDITSHARE LLC GREAT BAY SOFTWARE INC. ACER AMERICA AVENVIEW CORP COMMUNICATION DEVICES INC. EMC GRIFFIN TECHNOLOGY ACTI CORPORATION AVOCENT COMNET ENDACE USA H3C Technology ADAPTEC AVOCENT‐EMERSON COMPELLENT ENGENIUS HALL RESEARCH ADC KENTROX AVTECH CORPORATION COMPREHENSIVE CABLE ENTERASYS NETWORKS HAVIS SHIELD ADC TELECOMMUNICATIONS AXIOM MEMORY COMPU‐CALL, INC EPIPHAN SYSTEMS HAWKING TECHNOLOGY ADDERTECHNOLOGY AXIS COMMUNICATIONS COMPUTER LAB EQUINOX SYSTEMS HERITAGE TRAVELWARE ADD‐ON COMPUTER PERIPHERALS AZIO CORPORATION COMPUTERLINKS ETHERNET DIRECT HEWLETT PACKARD ENTERPRISE ADDON STORE B & B ELECTRONICS COMTROL ETHERWAN HIKVISION DIGITAL TECHNOLOGY CO. LT ADESSO BELDEN CONNECTGEAR EVANS CONSOLES HITACHI ADTRAN BELKIN COMPONENTS CONNECTPRO EVGA.COM HITACHI DATA SYSTEMS ADVANTECH AUTOMATION CORP. BIDUL & CO CONSTANT TECHNOLOGIES INC Exablaze HOO TOO INC AEROHIVE NETWORKS BLACK BOX COOL GEAR EXACQ TECHNOLOGIES INC HP AJA VIDEO SYSTEMS BLACKMAGIC DESIGN USA CP TECHNOLOGIES EXFO INC HP INC ALCATEL BLADE NETWORK TECHNOLOGIES CPS EXTREME NETWORKS HUAWEI ALCATEL LUCENT BLONDER TONGUE LABORATORIES CREATIVE LABS EXTRON HUAWEI SYMANTEC TECHNOLOGIES ALLIED TELESIS BLUE COAT SYSTEMS CRESTRON ELECTRONICS F5 NETWORKS IBM ALLOY COMPUTER PRODUCTS LLC BOSCH SECURITY CTC UNION TECHNOLOGIES CO FELLOWES ICOMTECH INC ALTINEX, INC. -
A Performance Study of General Purpose Applications on Graphics Processors
A Performance Study of General Purpose Applications on Graphics Processors Shuai Che Jiayuan Meng Jeremy W. Sheaffer Kevin Skadron [email protected] [email protected] [email protected] [email protected] The University of Virginia, Department of Computer Science Abstract new term GPGPU or General-Purpose computation on the GPU. Graphic processors (GPUs), with many light-weight The GPU has several key advantages over CPU ar- data-parallel cores, can provide substantial parallel com- chitectures for highly parallel, compute intensive work- putational power to accelerate general purpose applica- loads, including higher memory bandwidth, significantly tions. To best utilize the GPU's parallel computing re- higher floating-point throughput, and thousands of hard- sources, it is crucial to understand how GPU architectures ware thread contexts with hundreds of parallel compute and programming models can be applied to different cat- pipelines executing programs in a SIMD fashion. The GPU egories of traditionally CPU applications. In this paper can be an attractive alternative to CPU clusters in high per- we examine several common, computationally demanding formance computing environments. applications—Traffic Simulation, Thermal Simulation, and The term GPGPU causes some confusion nowadays, K-Means—whose performance may benefit from graphics with its implication of structuring a general-purpose ap- hardware's parallel computing capabilities. We show that plication to make it amenable to graphics rendering APIs all of our applications can be accelerated using the GPU, (OpenGL or DirectX) with no additional hardware support. demonstrating as high as 40× speedup when compared with NVIDIA has introduced a new data-parallel, C-language a CPU implementation. -
Accelerating Augmented Reality Video Processing with Fpgas
Accelerating Augmented Reality Video Processing with FPGAs A Major Qualifying Project Submitted to the Faculty of Worcester Polytechnic Institute in partial fulfillment of the requirements for the Degree of Bachelor of Science 4/27/2016 Anthony Dresser, Lukas Hunker, Andrew Weiler Advisors: Professor James Duckworth, Professor Michael Ciaraldi This report represents work of WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. For more information about the projects program at WPI, see http://www.wpi.edu/Academics/Projects. Abstract This project implemented a system for performing Augmented Reality on a Xilinx Zync FPGA. Augmented and virtual reality is a growing field currently dominated by desktop computer based solutions, and FPGAs offer unique advantages in latency, performance, bandwidth, and portability over more traditional solutions. The parallel nature of FPGAs also create a favorable platform for common types of video processing and machine vision algorithms. The project uses two OV7670 cameras mounted on the front of an Oculus Rift DK2. A video pipeline is designed around an Avnet ZedBoard, which has a Zynq 7020 SoC/FPGA. The system aimed to highlight moving objects in front of the user. Executive Summary Virtual and augmented reality are quickly growing fields, with many companies bringing unique hard- ware and software solutions to market each quarter. Presently, these solutions generally rely on a desktop computing platform to perform their video processing and video rendering. While it is easy to develop on these platforms due to their abundant performance, several issues arise that are generally discounted: cost, portability, power consumption, real time performance, and latency. -
Xbox 360 Teardown Guide ID: 1203 - Draft: 2021-05-10
Xbox 360 Teardown Guide ID: 1203 - Draft: 2021-05-10 Xbox 360 Teardown Written By: Chris Green This document was generated on 2021-05-11 11:39:21 AM (MST). © iFixit — CC BY-NC-SA www.iFixit.com Page 1 of 20 Xbox 360 Teardown Guide ID: 1203 - Draft: 2021-05-10 INTRODUCTION The Microsoft Xbox 360 released in 2005, is one of the most powerful gaming consoles on the market. This console has taken a lot of heat over the years because of the red ring of death, But I'll show you what's inside of this beast. TOOLS: Heavy-Duty Spudger (1) Flathead 3/32" or 2.5 mm Screwdriver (1) Spudger (1) T10 Torx Screwdriver (1) T8 Torx Screwdriver (1) This document was generated on 2021-05-11 11:39:21 AM (MST). © iFixit — CC BY-NC-SA www.iFixit.com Page 2 of 20 Xbox 360 Teardown Guide ID: 1203 - Draft: 2021-05-10 Step 1 — Xbox 360 Teardown The Xbox 360 is one of the most powerful gaming consoles on the market. I may have the Halo 3 Edition, but the dissasembly for all models is the same. The disassembly of this console is not easy, but with some patience you can do it. This Disassembly also works with HDMI models, and Non-HDMI models Step 2 Begin by removing the hard drive, (skip this step if your console doesn't have a hard drive) Press the button on the hard drive, then pull up near the front. Once the front is removed, slide the drive forward and then lift the drive out.