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Energy-Efficient VLSI Architectures for Next
UNIVERSITY OF CALIFORNIA Los Angeles Energy-Efficient VLSI Architectures for Next- Generation Software-Defined and Cognitive Radios A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Electrical Engineering by Fang-Li Yuan 2014 c Copyright by Fang-Li Yuan 2014 ABSTRACT OF THE DISSERTATION Energy-Efficient VLSI Architectures for Next- Generation Software-Defined and Cognitive Radios by Fang-Li Yuan Doctor of Philosophy in Electrical Engineering University of California, Los Angeles, 2014 Professor Dejan Markovic,´ Chair Dedicated radio hardware is no longer promising as it was in the past. Today, the support of diverse standards dictates more flexible solutions. Software-defined radio (SDR) provides the flexibility by replacing dedicated blocks (i.e. ASICs) with more general processors to adapt to various functions, standards and even allow mutable de- sign changes. However, such replacement generally incurs significant efficiency loss in circuits, hindering its feasibility for energy-constrained devices. The capability of dy- namic and blind spectrum analysis, as featured in the cognitive radio (CR) technology, makes chip implementation even more challenging. This work discusses several design techniques to achieve near-ASIC energy effi- ciency while providing the flexibility required by software-defined and cognitive radios. The algorithm-architecture co-design is used to determine domain-specific dataflow ii structures to achieve the right balance between energy efficiency and flexibility. The flexible instruction-set-architecture (ISA), the multi-scale interconnects, and the multi- core dynamic scheduling are also proposed to reduce the energy overhead. We demon- strate these concepts on two real-time blind classification chips for CR spectrum anal- ysis, as well as a 16-core processor for baseband SDR signal processing. -
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 -
Shippensburg University Investment Management Program
Shippensburg University Investment Management Program Hold NVIDIA Corp. (NASDAQ: NVDA) 11.03.2020 Current Price Fair Value 52 Week Range $501.36 $300 $180.68 - 589.07 Analyst: Valentina Alonso Key Stock Statistics Email: [email protected] Sector: Information Technology Revenue (TTM) $13.06B Stock Type: Large Growth Operating Margin (TTM) 28.56% Industry: Semiconductors and Semiconductors Equipment Market Cap: $309.697B Net Income (TTM) $3.39B EPS (TTM) $5.44 Operating Cash Flow (TTM) $5.58B Free Cash Flow (TTM) $3.67B Return on Assets (TTM) 11.67% Return on Equity (TTM) 27.94% P/E $92.59 Company overview P/B $22.32 Nvidia is the leading designer of graphics processing units that P/S $23.29 enhance the experience on computing platforms. The firm's chips are used in a variety of end markets, including high-end PCs for gaming, P/FCF 44.22 data centers, and automotive infotainment systems. In recent years, the firm has broadened its focus from traditional PC graphics Beta (5-Year) 1.54 applications such as gaming to more complex and favorable Dividend Yield 0.13% opportunities, including artificial intelligence and autonomous driving, which leverage the high-performance capabilities of the Projected 5 Year Growth 17.44% firm's graphics processing units. (per annum) Contents Executive Summary ....................................................................................................................................................3 Company Overview ....................................................................................................................................................4 -
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 -
Compressed Modes User's Guide
Drivers for Windows Compressed Modes User’s Guide Version 2.0 NVIDIA Corporation August 27, 2002 NVIDIA Drivers Compressed Modes User’s Guide Version 2.0 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 Copyright © 2002 NVIDIA Corporation. All rights reserved. This software may not, in whole or in part, be copied through any means, mechanical, electromechanical, or otherwise, without the express permission of NVIDIA Corporation. Information furnished is believed to be accurate and reliable. However, NVIDIA assumes no responsibility for the consequences of use of such information nor for any infringement of patents or other rights of third parties, which may result from its use. No License is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in the software are subject to change without notice. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. NVIDIA, the NVIDIA logo, GeForce, GeForce2 Ultra, GeForce2 MX, GeForce2 GTS, GeForce 256, GeForce3, Quadro2, NVIDIA Quadro2, Quadro2 Pro, Quadro2 MXR, Quadro, NVIDIA Quadro, Vanta, NVIDIA Vanta, TNT2, NVIDIA TNT2, TNT, NVIDIA TNT, RIVA, NVIDIA RIVA, NVIDIA RIVA 128ZX, and NVIDIA RIVA 128 are registered trademarks or trademarks of NVIDIA Corporation in the United States and/or other countries. Intel and Pentium are registered trademarks of Intel. Microsoft, Windows, Windows NT, Direct3D, DirectDraw, and DirectX are registered trademarks of Microsoft Corporation. CDRS is a trademark and Pro/ENGINEER is a registered trademark of Parametric Technology Corporation. OpenGL is a registered trademark of Silicon Graphics Inc. -
Geforce 256 and RIVA TNT Combiners
Copyright NVIDIA Corporation, 1999. NVIDIA Proprietary. GeForce 256 and RIVA TNT Combiners How to best utilize the per-pixel operations using OpenGL on NVIDIA Graphics Processors 11/02/1999 1 Copyright NVIDIA Corporation, 1999. NVIDIA Proprietary. NVIDIA OpenGL Combiners (see Figure 3.1 of OpenGL 1.2 spec) Point Texture Rasterization Fetching From Line Primitive Rasterization Texture Assembly Environment Application Register Polygon Combiners Rasterization Texture Unit 0 General Stage 0 Texture Unit 1 DrawPixels Pixel Rectangle General Stage 1 Rasterization Final Stage Color Sum Bitmap Bitmap Rasterization Coverage Fog Application To fragment processing 11/02/1999 2 Copyright NVIDIA Corporation, Which Texture Environment or 1999. NVIDIA Proprietary. Combiner Extension to use? •Base OpenGL texture environment •supports modulate, replace, blend, decal •all OpenGL implementation support this • EXT_texture_env_add •supports add •widely supported extension, but not guaranteed •EXT_texture_env_combine •supports AB+C, AB+(1-A)C •additional scale & bias capability •user-defined constant •multi-vendor extension (NVIDIA & ATI) •NV_texture_env_combine4 •supports AB+CD, generalizes EXT_texture_env_combine •TNT & later NVIDIA graphics processors •NV_register_combiners •register model, non-linear data flow •signed math, input mappings, multiple dot products •subsumes texture environment, color sum, & fog stages •additional inputs: fog color & factor, & secondary color •number of stages independent of active textures •GeForce & future NVIDIA graphics -
Programmability
Programmability - a New Frontier in Graphics Hardware A Revolution in Graphics Hardware The Near Future • Moving from graphics accelerators to processors • Full hardware OpenGL and DirectX pipelines ProgrammabilityProgrammability ChangesChanges thethe WorldWorld • graphics hardware pipelines are becoming massively programmable • will fundamentally change graphics • allows hyper-realistic characters, special effects, and lighting and shading 3D Graphics is about • Animated films (Bug’s Life, Toy Story, etc.) • Special Effects in live action movies (The Matrix) • Interactive Entertainment (Video games) • Computer Models of real world objects • Or, objects that haven’t been invented yet • Making reality more fantastic • Making fantasies seem real Why are Movie Special Effects Exciting and Interesting? • Suspension of Disbelief • Something amazing is happening • But, you believe it, because it is “real” • Realistic and detailed characters • Motion, and emotion • Realistic and recognizable materials • Chrome looks like chrome • Skin looks like skin • Action! Live action sfx slide The Year 2000 Graphics Pipeline vertex transform T & L and lighting setup rasterizer texture blending per-pixel texture fb anti-alias Pixar’s Geri – A Believable Old Man • Not a real person • Geri is built from Curved Surfaces • Curved surfaces are broken down into triangles • Each triangle is transformed into position • Each pixel in each triangle is shaded • Every frame • 24 (movie) or 60 (PC) times per second 3D Movie Special Effects Come to PC and Console Graphics -
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. -
Cuda-Gdb Cuda Debugger
CUDA-GDB CUDA DEBUGGER DU-05227-042 _v5.0 | October 2012 User Manual TABLE OF CONTENTS Chapter 1. Introduction.........................................................................................1 1.1 What is CUDA-GDB?...................................................................................... 1 1.2 Supported Features...................................................................................... 1 1.3 About This Document.................................................................................... 2 Chapter 2. Release Notes...................................................................................... 3 Chapter 3. Getting Started.....................................................................................6 3.1 Installation Instructions..................................................................................6 3.2 Setting Up the Debugger Environment................................................................6 3.2.1 Linux...................................................................................................6 3.2.2 Mac OS X............................................................................................. 6 3.2.3 Temporary Directory................................................................................ 7 3.3 Compiling the Application...............................................................................8 3.3.1 Debug Compilation.................................................................................. 8 3.3.2 Compiling for Fermi GPUs........................................................................ -
PC Hardware Contents
PC Hardware Contents 1 Computer hardware 1 1.1 Von Neumann architecture ...................................... 1 1.2 Sales .................................................. 1 1.3 Different systems ........................................... 2 1.3.1 Personal computer ...................................... 2 1.3.2 Mainframe computer ..................................... 3 1.3.3 Departmental computing ................................... 4 1.3.4 Supercomputer ........................................ 4 1.4 See also ................................................ 4 1.5 References ............................................... 4 1.6 External links ............................................. 4 2 Central processing unit 5 2.1 History ................................................. 5 2.1.1 Transistor and integrated circuit CPUs ............................ 6 2.1.2 Microprocessors ....................................... 7 2.2 Operation ............................................... 8 2.2.1 Fetch ............................................. 8 2.2.2 Decode ............................................ 8 2.2.3 Execute ............................................ 9 2.3 Design and implementation ...................................... 9 2.3.1 Control unit .......................................... 9 2.3.2 Arithmetic logic unit ..................................... 9 2.3.3 Integer range ......................................... 10 2.3.4 Clock rate ........................................... 10 2.3.5 Parallelism ......................................... -
GPU Architecture:Architecture: Implicationsimplications && Trendstrends
GPUGPU Architecture:Architecture: ImplicationsImplications && TrendsTrends DavidDavid Luebke,Luebke, NVIDIANVIDIA ResearchResearch Beyond Programmable Shading: In Action GraphicsGraphics inin aa NutshellNutshell • Make great images – intricate shapes – complex optical effects – seamless motion • Make them fast – invent clever techniques – use every trick imaginable – build monster hardware Eugene d’Eon, David Luebke, Eric Enderton In Proc. EGSR 2007 and GPU Gems 3 …… oror wewe couldcould justjust dodo itit byby handhand Perspective study of a chalice Paolo Uccello, circa 1450 Beyond Programmable Shading: In Action GPU Evolution - Hardware 1995 1999 2002 2003 2004 2005 2006-2007 NV1 GeForce 256 GeForce4 GeForce FX GeForce 6 GeForce 7 GeForce 8 1 Million 22 Million 63 Million 130 Million 222 Million 302 Million 754 Million Transistors Transistors Transistors Transistors Transistors Transistors Transistors 20082008 GeForceGeForce GTX GTX 200200 1.41.4 BillionBillion TransistorsTransistors Beyond Programmable Shading: In Action GPUGPU EvolutionEvolution -- ProgrammabilityProgrammability ? Future: CUDA, DX11 Compute, OpenCL CUDA (PhysX, RT, AFSM...) 2008 - Backbreaker DX10 Geo Shaders 2007 - Crysis DX9 Prog Shaders 2004 – Far Cry DX7 HW T&L DX8 Pixel Shaders 1999 – Test Drive 6 2001 – Ballistics TheThe GraphicsGraphics PipelinePipeline Vertex Transform & Lighting Triangle Setup & Rasterization Texturing & Pixel Shading Depth Test & Blending Framebuffer Beyond Programmable Shading: In Action TheThe GraphicsGraphics PipelinePipeline Vertex Transform -
Whitepaper NVIDIA Geforce GTX 980
Whitepaper NVIDIA GeForce GTX 980 Featuring Maxwell, The Most Advanced GPU Ever Made. V1.1 GeForce GTX 980 Whitepaper Table of Contents Introduction .................................................................................................................................................. 3 Extraordinary Gaming Performance for the Latest Displays .................................................................... 3 Incredible Energy Efficiency ...................................................................................................................... 4 Dramatic Leap Forward In Lighting with VXGI .......................................................................................... 5 GM204 Hardware Architecture In-Depth ..................................................................................................... 6 Maxwell Streaming Multiprocessor .......................................................................................................... 8 PolyMorph Engine 3.0 ............................................................................................................................... 9 GM204 Memory Subsystem ................................................................................................................... 10 New Display and Video Engines .............................................................................................................. 11 Maxwell: Enabling The Next Frontier in PC Graphics ................................................................................