Graphics Processing Unit

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Seminar
On
Graphics Processing
Unit
Submitted To: Submitted By:
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Content

INTRODUCTION
DEFINITION
COMPONENTS OF GPU
COMPARISON WITH CPU
ARCHITECTURE
CONCLUSION
Introduction

 A Graphics Processing Unit (GPU) is a microprocessor that


has been designed specifically for the processing of 3D
graphics.
 The processor is built with integrated transform, lighting,
triangle setup/clipping, and rendering engines, capable of
handling millions of math-intensive processes per second.
 GPUs form the heart of modern graphics cards, relieving
the CPU (central processing units) of much of the graphics
processing load.
Why GPU?

 To provide a separate dedicated graphics


resources including a graphics processor and
memory.
 To relieve some of the burden of the main system
resources, namely the Central Processing Unit,
Main Memory, and the System Bus, which would
otherwise get saturated with graphical operations
and I/O requests.
What is a GPU?

 A Graphics Processing Unit or GPU (also


occasionally called Visual Processing Unit or
VPU) is a dedicated processor efficient at
manipulating and displaying computer graphics .
 Like the CPU (Central Processing Unit), it is a
single-chip processor.
HOWEVER,

The abstract goal of a GPU, is to enable a


representation of a 3D world as realistically as
possible. So these GPUs are designed to provide
additional computational power that is customized
specifically to perform these 3D tasks.
GPU vs CPU

 A GPU is tailored for highly parallel operation


while a CPU executes programs serially.
 For this reason, GPUs have many parallel
execution units , while CPUs have few execution
units .
 GPUs have singificantly faster and more
advanced memory interfaces as they need to shift
around a lot more data than CPUs.
 GPUs have much deeper pipelines (several
thousand stages vs 10-20 for CPUs).
BRIEF HISTORY

 First-Generation GPUs
 Up to 1998; Nvidia’s TNT2, ATi’s Rage, and 3dfx’s Voodoo3;DX6 feature set.

 Second-Generation GPUs
 1999 -2000; Nvidia’s GeForce256 and GeForce2, ATi’s Radeon7500, and S3’s
Savage3D; T&L; OpenGL and DX7;Configurable.

 Third-Generation GPUs
 2001; GeForce3/4Ti, Radeon8500, MS’s Xbox; OpenGL ARB, DX7/8; Vertex
Programmability + ASM

 Fourth-Generation GPUs
 2002 onwards; GeForce FX family, Radeon 9700; OpenGL+extensions, DX9;
Vertex/Pixel Programability + HLSL; 0.13μ Process, 125M T/C, 200M T/S.
 Fifth-Generation GPUs
- GeForce 8X:DirectX10.
COMPONENTS OF GPU
 Graphics Processor
  Graphics co-processor
  Graphics accelerator
  Frame buffer
  Memory
  Graphics BIOS
  Digital-to-Analog Converter (DAC)
  Display Connector
  Computer (Bus) Connector
GPU Architecture

 How many processing units?


 Lots.

 How many ALUs?


 Hundreds.

 Do you need a cache?


 Sort of.

 What kind of memory?


 very fast.
The difference…….

Without GPU With GPU


The GPU pipeline

 The GPU receives geometry information from the


CPU as an input and provides a picture as an
output
 Let’s see how that happens…

host vertex triangle pixel memory


interface processing setup processing interface
Host Interface
 The host interface is the communication bridge
between the CPU and the GPU.
 It receives commands from the CPU and also
pulls geometry information from system memory.
 It outputs a stream of vertices in object space
with all their associated information (texture
coordinates, per vertex color etc) .

host vertex triangle pixel memory


interface processing setup processing interface
Vertex Processing

 The vertex processing stage receives vertices from the


host interface in object space and outputs them in screen
space
 This may be a simple linear transformation, or a complex
operation involving morphing effects
 No new vertices are created in this stage, and no vertices
are discarded (input/output has 1:1 mapping)

host vertex triangle pixel memory


interface processing setup processing interface
Triangle setup

In this stage geometry information becomes


raster information (screen space geometry is the
input, pixels are the output)
Prior to rasterization, triangles that are
backfacing or are located outside the viewing
frustrum are rejected

host vertex triangle pixel memory


interface processing setup processing interface
Triangle Setup (cont…..)

A pixel is generated if and only if its center is inside


the triangle
Every pixel generated has its attributes computed to
be the perspective correct interpolation of the three
vertices that make up the triangle
Pixel Processing

Each pixel provided by triangle setup is fed into


pixel processing as a set of attributes which are
used to compute the final color for this pixel
The computations taking place here include
texture mapping and math operations

host vertex triangle pixel memory


interface processing setup processing interface
Memory Interface

 Pixel colors provided by the previous stage are written to


the framebuffer
 Used to be the biggest bottleneck before pixel processing
took over
 Before the final write occurs, some pixels are rejected by
the zbuffer .On modern GPUs z is compressed to reduce
framebuffer bandwidth (but not size).

host vertex triangle pixel memory


interface processing setup processing interface
Programmability in GPU pipeline

 In current state of the art GPUs, vertex and pixel


processing are now programmable
 The programmer can write programs that are executed
for every vertex as well as for every pixel
 This allows fully customizable geometry and shading
effects that go well beyond the generic look and feel of
older 3D applications

host vertex triangle pixel memory


interface processing setup processing interface
Conclusion

Graphics Processing Unit is not a wonder that this


piece of hardware is often referred to as an exotic
product as far as computer peripherals are
concerned.
By observing the current pace at which work is going
on in developing GPUs we can surely come to a
conclusion that we will be able to see better and
faster GPUs in the near future.
Reference

www.google.com
www.wikipedia.com
www.studymafia.org
Thanks

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