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Submitted By: - : Brijesh Kumar Patel BT - Cs 0709510012

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BRIJESH KUMAR PATEL


BT– CS
0709510012
 A Graphics Processing Unit (GPU) is a
microprocessor that has been designed
specifically for the processing of 3D graphics.

 Main purpose of GPU is to simulate the 3D


images as realistic as possible on the computer
screen
 GPU is mainly needed to relieve the CPU
from graphical computations so that CPU
can be used for other processes
 CPU is where all the GPU is a dedicated piece of
program instructions are hardware that processes graphic.
executed .
 CPU performs less GPU performs high intensive
computation than computing & massive parallel
GPU(150G flops)(floating processing (500G flops) (floating
point operations per sec) point operations per sec)
 The first GPU, introduced in 1981 by IBM, were
monochrome cards designated as Monochrome Display
Adapters (MDAs).

 Then came Colour Graphics Adapter(CGA) & then the


Enhanced Graphics Adapter(EGA).

 IBM introduced the Video Graphics Array (VGA) in


1987. It could support up to 256 colors at resolutions up
to 720x400

 Then came the Super Video Graphics Array (SVGA) that


supports upto 16.8 million colors and 1280x1024
resolution
 Graphics Hardware
Interface
 PERIPHERAL COMPONENT
 INTERCONNECT(PCI)

 ACCELERATED GRAPHICS PORT (AGP)

 PERIPHERAL COMPONENT INTERCONNNECT-


EXPRESS(PCI-E)
 Graphics Processor
The processor is designed specifically to
perform floating point calculations, which are
fundamental to 3D graphics processing.
 Graphics Accelerator
A graphics accelerator assists graphics
processing by executing instructions
concurrently.
 Frame Buffer
A frame buffer is a video output device that
drives a video display from a memory buffer
containing a complete frame of data.
 Memory
Video memory may be used for storing screen
image as well as Z-Buffer which manages the
depth coordinates in 3D graphics.

 Graphics BIOS
This contains the basic program, which is
usually hidden, that governs the video card's
operations and provides the instructions that
allow the computer and software to interact
with the card.
 Digital-to-Analog Converter (DAC)
The RAMDAC or Random Access Memory Digital-
to-Analog Converter, converts digital signals to
analog signals for use by a computer display that
uses analog inputs such as CRT displays.

 Display Connector
This include connection system b/w the video card
and the display devices such as monitor or a
television.
 Everything that is displayed on the
computer screen is 2D

 The push for more realism, more finely-


detailed graphics and faster speeds in such
programs as means that more 3D work
must be done in a shorter period of time has
resulted in need for 3D acceleration
REAL IMAGE GRAPHICS
 Fillrate
The fillrate usually refers to the number of pixels
a video card can render and write to video
memory in a second.

 Memory Bandwidth
Memory bandwidth is the rate at which data can
be read from or stored into a memory by a
processor.
 Memory Clock
This tells us the amount of memory bandwidth
a graphics card has.

 Memory Interface (Memory Bus)


The larger the Memory Interface width, faster
the speed of data traveling in it.

 Core Clock
The actual speed at which the graphics
processor on a video card operates.
 A stream is simply a set of records that require similar
computation.

 A technique used to accelerate the processing of many


types of video and image computations is called stream
processing.

 Streams provide data parallelism

 GPUs are stream processors – processors that can operate in


parallel by running a single kernel on many records in a stream
at once.

 Kernels are the functions that are applied to each element in the
stream.
API (Application Program
Interface)
 It is a set of routines, protocols, and tools for
building software applications

 GLide by 3dfx

 OpenGL by Silicon Graphics

 Direct3D by Microsoft
TYPES OF GPU
 DEDICATED GPU

 INTEGRATED GRAPHICS SOLUTIONS

 HYBRID SOLUTIONS
MANUFACTURERS OF GPU
 AMD

 Matrox Graphics

 Nvidia

 S3 Graphics

 Intel

 SiS

 PowerV
 Scattered reads – code can read from arbitrary addresses in
memory.
 Shared memory – CUDA exposes a fast shared
memory region (16KB in size) that can be shared amongst
threads. This can be used as a user-managed cache,
enabling higher bandwidth than is possible using texture
lookups.
 Faster downloads and read backs to and from the GPU
 Full support for integer and bitwise operations, including
integer texture lookups.
  
DISADVANTAGE OF GPU

1. System Design
 The processing capacities and capabilities of the
GPU.
 The GPU’s internal banbwidth.

 GPU-CPU communication bandwidth.

 If the system is part of a processing network, the


external network bandwidth.
2.Techinal limitations:-
 Lack of fundamental computing constructs.

 lack of High Quality Random Numbers.

 Lack of Double Precision.

 Reduced Capability of Scatter Operations.

 Expensive Branching
 From the introduction of the first GPU’s in the
1970’s to the most recent ones manufactured
today, the present world of graphics has changed
enormously and would have never been the same
without it.

 Today lot of applications have become faster


and efficient by using GPU technology thus
saving lot of time in many scenarios.

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