Ray Tracing from a Data Movement Perspective
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Memory Interference Characterization Between CPU Cores and Integrated Gpus in Mixed-Criticality Platforms
Memory Interference Characterization between CPU cores and integrated GPUs in Mixed-Criticality Platforms Roberto Cavicchioli, Nicola Capodieci and Marko Bertogna University of Modena And Reggio Emilia, Department of Physics, Informatics and Mathematics, Modena, Italy [email protected] Abstract—Most of today’s mixed criticality platforms feature be put on the memory traffic originated by the iGPU, as it Systems on Chip (SoC) where a multi-core CPU complex (the represents a very popular architectural paradigm for computing host) competes with an integrated Graphic Processor Unit (iGPU, massively parallel workloads at impressive performance per the device) for accessing central memory. The multi-core host Watt ratios [1]. This architectural choice (commonly referred and the iGPU share the same memory controller, which has to to as General Purpose GPU computing, GPGPU) is one of the arbitrate data access to both clients through often undisclosed reference architectures for future embedded mixed-criticality or non-priority driven mechanisms. Such aspect becomes crit- ical when the iGPU is a high performance massively parallel applications, such as autonomous driving and unmanned aerial computing complex potentially able to saturate the available vehicle control. DRAM bandwidth of the considered SoC. The contribution of this paper is to qualitatively analyze and characterize the conflicts In order to maximize the validity of the presented results, due to parallel accesses to main memory by both CPU cores we considered different platforms featuring different memory and iGPU, so to motivate the need of novel paradigms for controllers, instruction sets, data bus width, cache hierarchy memory centric scheduling mechanisms. We analyzed different configurations and programming models: well known and commercially available platforms in order to i NVIDIA Tegra K1 SoC (TK1), using CUDA 6.5 [2] for estimate variations in throughput and latencies within various memory access patterns, both at host and device side. -
A Cache-Efficient Sorting Algorithm for Database and Data Mining
A Cache-Efficient Sorting Algorithm for Database and Data Mining Computations using Graphics Processors Naga K. Govindaraju, Nikunj Raghuvanshi, Michael Henson, David Tuft, Dinesh Manocha University of North Carolina at Chapel Hill {naga,nikunj,henson,tuft,dm}@cs.unc.edu http://gamma.cs.unc.edu/GPUSORT Abstract els [3]. These techniques have been extensively studied for CPU-based algorithms. We present a fast sorting algorithm using graphics pro- Recently, database researchers have been exploiting the cessors (GPUs) that adapts well to database and data min- computational capabilities of graphics processors to accel- ing applications. Our algorithm uses texture mapping and erate database queries and redesign the query processing en- blending functionalities of GPUs to implement an efficient gine [8, 18, 19, 39]. These include typical database opera- bitonic sorting network. We take into account the commu- tions such as conjunctive selections, aggregates and semi- nication bandwidth overhead to the video memory on the linear queries, stream-based frequency and quantile estima- GPUs and reduce the memory bandwidth requirements. We tion operations,and spatial database operations. These al- also present strategies to exploit the tile-based computa- gorithms utilize the high memory bandwidth, the inherent tional model of GPUs. Our new algorithm has a memory- parallelism and vector processing functionalities of GPUs efficient data access pattern and we describe an efficient to execute the queries efficiently. Furthermore, GPUs are instruction dispatch mechanism to improve the overall sort- becoming increasingly programmable and have also been ing performance. We have used our sorting algorithm to ac- used for sorting [19, 24, 35]. celerate join-based queries and stream mining algorithms. -
How to Solve the Current Memory Access and Data Transfer Bottlenecks: at the Processor Architecture Or at the Compiler Level?
Hot topic session: How to solve the current memory access and data transfer bottlenecks: at the processor architecture or at the compiler level? Francky Catthoor, Nikil D. Dutt, IMEC , Leuven, Belgium ([email protected]) U.C.Irvine, CA ([email protected]) Christoforos E. Kozyrakis, U.C.Berkeley, CA ([email protected]) Abstract bedded memories are correctly incorporated. What is more controversial still however is how to deal with dynamic ap- Current processor architectures, both in the pro- plication behaviour, with multithreading and with highly grammable and custom case, become more and more dom- concurrent architecture platforms. inated by the data access bottlenecks in the cache, system bus and main memory subsystems. In order to provide suf- 2. Explicitly parallel architectures for mem- ficiently high data throughput in the emerging era of highly ory performance enhancement (Christo- parallel processors where many arithmetic resources can work concurrently, novel solutions for the memory access foros E. Kozyrakis) and data transfer will have to be introduced. The crucial question we want to address in this hot topic While microprocessor architectures have significantly session is where one can expect these novel solutions to evolved over the last fifteen years, the memory system rely on: will they be mainly innovative processor archi- is still a major performance bottleneck. The increasingly tecture ideas, or novel approaches in the application com- complex structures used for speculation, reordering, and piler/synthesis technology, or a mix. caching have improved performance, but are quickly run- ning out of steam. These techniques are becoming ineffec- tive in terms of resource utilization and scaling potential. -
Prefetching for Complex Memory Access Patterns
UCAM-CL-TR-923 Technical Report ISSN 1476-2986 Number 923 Computer Laboratory Prefetching for complex memory access patterns Sam Ainsworth July 2018 15 JJ Thomson Avenue Cambridge CB3 0FD United Kingdom phone +44 1223 763500 http://www.cl.cam.ac.uk/ c 2018 Sam Ainsworth This technical report is based on a dissertation submitted February 2018 by the author for the degree of Doctor of Philosophy to the University of Cambridge, Churchill College. Technical reports published by the University of Cambridge Computer Laboratory are freely available via the Internet: http://www.cl.cam.ac.uk/techreports/ ISSN 1476-2986 Abstract Modern-day workloads, particularly those in big data, are heavily memory-latency bound. This is because of both irregular memory accesses, which have no discernible pattern in their memory addresses, and large data sets that cannot fit in any cache. However, this need not be a barrier to high performance. With some data structure knowledge it is typically possible to bring data into the fast on-chip memory caches early, so that it is already available by the time it needs to be accessed. This thesis makes three contributions. I first contribute an automated software prefetch- ing compiler technique to insert high-performance prefetches into program code to bring data into the cache early, achieving 1.3 geometric mean speedup on the most complex × processors, and 2.7 on the simplest. I also provide an analysis of when and why this × is likely to be successful, which data structures to target, and how to schedule software prefetches well. Then I introduce a hardware solution, the configurable graph prefetcher. -
Eth-28647-02.Pdf
Research Collection Doctoral Thesis Adaptive main memory compression Author(s): Tuduce, Irina Publication Date: 2006 Permanent Link: https://doi.org/10.3929/ethz-a-005180607 Rights / License: In Copyright - Non-Commercial Use Permitted This page was generated automatically upon download from the ETH Zurich Research Collection. For more information please consult the Terms of use. ETH Library Doctoral Thesis ETH No. 16327 Adaptive Main Memory Compression A dissertation submitted to the Swiss Federal Institute of Technology Zurich (ETH ZÜRICH) for the degree of Doctor of Technical Sciences presented by Irina Tuduce Engineer, TU Cluj-Napoca born April 9, 1976 citizen of Romania accepted on the recommendation of Prof. Dr. Thomas Gross, examiner Prof. Dr. Lothar Thiele, co-examiner 2005 Seite Leer / Blank leaf Seite Leer / Blank leaf Seite Leer lank Abstract Computer pioneers correctly predicted that programmers would want unlimited amounts of fast memory. Since fast memory is expensive, an economical solution to that desire is a memory hierarchy organized into several levels. Each level has greater capacity than the preceding but it is less quickly accessible. The goal of the memory hierarchy is to provide a memory system with cost almost as low as the cheapest level of memory and speed almost as fast as the fastest level. In the last decades, the processor performance improved much faster than the performance of the memory levels. The memory hierarchy proved to be a scalable solution, i.e., the bigger the perfomance gap between processor and memory, the more levels are used in the memory hierarchy. For instance, in 1980 microprocessors were often designed without caches, while in 2005 most of them come with two levels of caches on the chip. -
Nvidia Tesla P40 Gpu Accelerator
NVIDIA TESLA P40 GPU ACCELERATOR HIGH-PERFORMANCE VIRTUAL GRAPHICS AND COMPUTE NVIDIA redefined visual computing by giving designers, engineers, scientists, and graphic artists the power to take on the biggest visualization challenges with immersive, interactive, photorealistic environments. NVIDIA® Quadro® Virtual Data GPU 1 NVIDIA Pascal GPU Center Workstation (Quadro vDWS) takes advantage of NVIDIA® CUDA Cores 3,840 Tesla® GPUs to deliver virtual workstations from the data center. Memory Size 24 GB GDDR5 H.264 1080p30 streams 24 Architects, engineers, and designers are now liberated from Max vGPU instances 24 (1 GB Profile) their desks and can access applications and data anywhere. vGPU Profiles 1 GB, 2 GB, 3 GB, 4 GB, 6 GB, 8 GB, 12 GB, 24 GB ® ® The NVIDIA Tesla P40 GPU accelerator works with NVIDIA Form Factor PCIe 3.0 Dual Slot Quadro vDWS software and is the first system to combine an (rack servers) Power 250 W enterprise-grade visual computing platform for simulation, Thermal Passive HPC rendering, and design with virtual applications, desktops, and workstations. This gives organizations the freedom to virtualize both complex visualization and compute (CUDA and OpenCL) workloads. The NVIDIA® Tesla® P40 taps into the industry-leading NVIDIA Pascal™ architecture to deliver up to twice the professional graphics performance of the NVIDIA® Tesla® M60 (Refer to Performance Graph). With 24 GB of framebuffer and 24 NVENC encoder sessions, it supports 24 virtual desktops (1 GB profile) or 12 virtual workstations (2 GB profile), providing the best end-user scalability per GPU. This powerful GPU also supports eight different user profiles, so virtual GPU resources can be efficiently provisioned to meet the needs of the user. -
GPU Architecture • Display Controller • Designing for Safety • Vision Processing
i.MX 8 GRAPHICS ARCHITECTURE FTF-DES-N1940 RAFAL MALEWSKI HEAD OF GRAPHICS TECH ENGINEERING CENTER MAY 18, 2016 PUBLIC USE AGENDA • i.MX 8 Series Scalability • GPU Architecture • Display Controller • Designing for Safety • Vision Processing 1 PUBLIC USE #NXPFTF 1 PUBLIC USE #NXPFTF i.MX is… 2 PUBLIC USE #NXPFTF SoC Scalability = Investment Re-Use Replace the Chip a Increase capability. (Pin, Software, IP compatibility among parts) 3 PUBLIC USE #NXPFTF i.MX 8 Series GPU Cores • Dual Core GPU Up to 4 displays Accelerated ARM Cores • 16 Vec4 Shaders Vision Cortex-A53 | Cortex-A72 8 • Up to 128 GFLOPS • 64 execution units 8QuadMax 8 • Tessellation/Geometry total pixels Shaders Pin Compatibility Pin • Dual Core GPU Up to 4 displays Accelerated • 8 Vec4 Shaders Vision 4 • Up to 64 GFLOPS • 32 execution units 4 total pixels 8QuadPlus • Tessellation/Geometry Compatibility Software Shaders • Dual Core GPU Up to 4 displays Accelerated • 8 Vec4 Shaders Vision 4 • Up to 64 GFLOPS 4 • 32 execution units 8Quad • Tessellation/Geometry total pixels Shaders • Single Core GPU Up to 2 displays Accelerated • 8 Vec4 Shaders 2x 1080p total Vision • Up to 64 GFLOPS pixels Compatibility Pin 8 • 32 execution units 8Dual8Solo • Tessellation/Geometry Shaders • Single Core GPU Up to 2 displays Accelerated • 4 Vec4 Shaders 2x 1080p total Vision • Up to 32 GFLOPS pixels 4 • 16 execution units 8DualLite8Solo • Tessellation/Geometry Shaders 4 PUBLIC USE #NXPFTF i.MX 8 Series – The Doubles GPU Cores • Dual Core GPU Up to 4 displays Accelerated • 16 Vec4 Shaders Vision -
Detecting False Sharing Efficiently and Effectively
W&M ScholarWorks Arts & Sciences Articles Arts and Sciences 2016 Cheetah: Detecting False Sharing Efficiently andff E ectively Tongping Liu Univ Texas San Antonio, Dept Comp Sci, San Antonio, TX 78249 USA; Xu Liu Coll William & Mary, Dept Comp Sci, Williamsburg, VA 23185 USA Follow this and additional works at: https://scholarworks.wm.edu/aspubs Recommended Citation Liu, T., & Liu, X. (2016, March). Cheetah: Detecting false sharing efficiently and effectively. In 2016 IEEE/ ACM International Symposium on Code Generation and Optimization (CGO) (pp. 1-11). IEEE. This Article is brought to you for free and open access by the Arts and Sciences at W&M ScholarWorks. It has been accepted for inclusion in Arts & Sciences Articles by an authorized administrator of W&M ScholarWorks. For more information, please contact [email protected]. Cheetah: Detecting False Sharing Efficiently and Effectively Tongping Liu ∗ Xu Liu ∗ Department of Computer Science Department of Computer Science University of Texas at San Antonio College of William and Mary San Antonio, TX 78249 USA Williamsburg, VA 23185 USA [email protected] [email protected] Abstract 1. Introduction False sharing is a notorious performance problem that may Multicore processors are ubiquitous in the computing spec- occur in multithreaded programs when they are running on trum: from smart phones, personal desktops, to high-end ubiquitous multicore hardware. It can dramatically degrade servers. Multithreading is the de-facto programming model the performance by up to an order of magnitude, significantly to exploit the massive parallelism of modern multicore archi- hurting the scalability. Identifying false sharing in complex tectures. -
Directx and GPU (Nvidia-Centric) History Why
10/12/09 DirectX and GPU (Nvidia-centric) History DirectX 6 DirectX 7! ! DirectX 8! DirectX 9! DirectX 9.0c! Multitexturing! T&L ! SM 1.x! SM 2.0! SM 3.0! DirectX 5! Riva TNT GeForce 256 ! ! GeForce3! GeForceFX! GeForce 6! Riva 128! (NV4) (NV10) (NV20) Cg! (NV30) (NV40) XNA and Programmable Shaders DirectX 2! 1996! 1998! 1999! 2000! 2001! 2002! 2003! 2004! DirectX 10! Prof. Hsien-Hsin Sean Lee SM 4.0! GTX200 NVidia’s Unified Shader Model! Dualx1.4 billion GeForce 8 School of Electrical and Computer 3dfx’s response 3dfx demise ! Transistors first to Voodoo2 (G80) ~1.2GHz Engineering Voodoo chip GeForce 9! Georgia Institute of Technology 2006! 2008! GT 200 2009! ! GT 300! Adapted from David Kirk’s slide Why Programmable Shaders Evolution of Graphics Processing Units • Hardwired pipeline • Pre-GPU – Video controller – Produces limited effects – Dumb frame buffer – Effects look the same • First generation GPU – PCI bus – Gamers want unique look-n-feel – Rasterization done on GPU – Multi-texturing somewhat alleviates this, but not enough – ATI Rage, Nvidia TNT2, 3dfx Voodoo3 (‘96) • Second generation GPU – Less interoperable, less portable – AGP – Include T&L into GPU (D3D 7.0) • Programmable Shaders – Nvidia GeForce 256 (NV10), ATI Radeon 7500, S3 Savage3D (’98) – Vertex Shader • Third generation GPU – Programmable vertex and fragment shaders (D3D 8.0, SM1.0) – Pixel or Fragment Shader – Nvidia GeForce3, ATI Radeon 8500, Microsoft Xbox (’01) – Starting from DX 8.0 (assembly) • Fourth generation GPU – Programmable vertex and fragment shaders -
MSI Afterburner V4.6.4
MSI Afterburner v4.6.4 MSI Afterburner is ultimate graphics card utility, co-developed by MSI and RivaTuner teams. Please visit https://msi.com/page/afterburner to get more information about the product and download new versions SYSTEM REQUIREMENTS: ...................................................................................................................................... 3 FEATURES: ............................................................................................................................................................. 3 KNOWN LIMITATIONS:........................................................................................................................................... 4 REVISION HISTORY: ................................................................................................................................................ 5 VERSION 4.6.4 .............................................................................................................................................................. 5 VERSION 4.6.3 (PUBLISHED ON 03.03.2021) .................................................................................................................... 5 VERSION 4.6.2 (PUBLISHED ON 29.10.2019) .................................................................................................................... 6 VERSION 4.6.1 (PUBLISHED ON 21.04.2019) .................................................................................................................... 7 VERSION 4.6.0 (PUBLISHED ON -
NVIDIA Ampere GA102 GPU Architecture Whitepaper
NVIDIA AMPERE GA102 GPU ARCHITECTURE Second-Generation RTX Updated with NVIDIA RTX A6000 and NVIDIA A40 Information V2.0 Table of Contents Introduction 5 GA102 Key Features 7 2x FP32 Processing 7 Second-Generation RT Core 7 Third-Generation Tensor Cores 8 GDDR6X and GDDR6 Memory 8 Third-Generation NVLink® 8 PCIe Gen 4 9 Ampere GPU Architecture In-Depth 10 GPC, TPC, and SM High-Level Architecture 10 ROP Optimizations 11 GA10x SM Architecture 11 2x FP32 Throughput 12 Larger and Faster Unified Shared Memory and L1 Data Cache 13 Performance Per Watt 16 Second-Generation Ray Tracing Engine in GA10x GPUs 17 Ampere Architecture RTX Processors in Action 19 GA10x GPU Hardware Acceleration for Ray-Traced Motion Blur 20 Third-Generation Tensor Cores in GA10x GPUs 24 Comparison of Turing vs GA10x GPU Tensor Cores 24 NVIDIA Ampere Architecture Tensor Cores Support New DL Data Types 26 Fine-Grained Structured Sparsity 26 NVIDIA DLSS 8K 28 GDDR6X Memory 30 RTX IO 32 Introducing NVIDIA RTX IO 33 How NVIDIA RTX IO Works 34 Display and Video Engine 38 DisplayPort 1.4a with DSC 1.2a 38 HDMI 2.1 with DSC 1.2a 38 Fifth Generation NVDEC - Hardware-Accelerated Video Decoding 39 AV1 Hardware Decode 40 Seventh Generation NVENC - Hardware-Accelerated Video Encoding 40 NVIDIA Ampere GA102 GPU Architecture ii Conclusion 42 Appendix A - Additional GeForce GA10x GPU Specifications 44 GeForce RTX 3090 44 GeForce RTX 3070 46 Appendix B - New Memory Error Detection and Replay (EDR) Technology 49 Appendix C - RTX A6000 GPU Perf ormance 50 List of Figures Figure 1. -
Graphics Shaders Mike Hergaarden January 2011, VU Amsterdam
Graphics shaders Mike Hergaarden January 2011, VU Amsterdam [Source: http://unity3d.com/support/documentation/Manual/Materials.html] Abstract Shaders are the key to finalizing any image rendering, be it computer games, images or movies. Shaders have greatly improved the output of computer generated media; from photo-realistic computer generated humans to more vivid cartoon movies. Furthermore shaders paved the way to general-purpose computation on GPU (GPGPU). This paper introduces shaders by discussing the theory and practice. Introduction A shader is a piece of code that is executed on the Graphics Processing Unit (GPU), usually found on a graphics card, to manipulate an image before it is drawn to the screen. Shaders allow for various kinds of rendering effect, ranging from adding an X-Ray view to adding cartoony outlines to rendering output. The history of shaders starts at LucasFilm in the early 1980’s. LucasFilm hired graphics programmers to computerize the special effects industry [1]. This proved a success for the film/ rendering industry, especially at Pixars Toy Story movie launch in 1995. RenderMan introduced the notion of Shaders; “The Renderman Shading Language allows material definitions of surfaces to be described in not only a simple manner, but also highly complex and custom manner using a C like language. Using this method as opposed to a pre-defined set of materials allows for complex procedural textures, new shading models and programmable lighting. Another thing that sets the renderers based on the RISpec apart from many other renderers, is the ability to output arbitrary variables as an image—surface normals, separate lighting passes and pretty much anything else can be output from the renderer in one pass.” [1] The term shader was first only used to refer to “pixel shaders”, but soon enough new uses of shaders such as vertex and geometry shaders were introduced, making the term shaders more general.