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CSE Graphics Processing Unit

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21 views19 pages

CSE Graphics Processing Unit

Uploaded by

djwalesarthak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dr.

Babasaheb Ambedkar Technological


University Aurangabad (M.S.)

People’s Education Society’s (TNR-12) P.E.S. College of


Engineering, Aurangabad (TNR-16/Bold) Department of
Electronics and Computer Engineering(TNR-16)
A

Seminar report

On

Graphics Processing
Unit
Submitted in partial fulfillment of the requirement for
the award of degree Of Electronics

Submitted by :
Guided by
Prof. Dr. Ashwini Shaikh Abu Talha
CSE 56
2
CERTIFICATE

This is to certify that, the Seminar “Graphics Processing


Unit” submitted by Shaikh Abu Talha has successfully
submitted Seminar / Mini project under my supervision and
guidance in partial fulfillment in F.Y. B.Tech in Electronics
and Computer Sience and in the academic year 2023 - 2024
of Dr. Babasaheb Ambedkar Technological
University,Lonere(Riagad) and is

being submitted to P. E.S. College of Engineering,


Aurangabad(M.S.).

Guided by : Prof. Dr. Ashwini

Place : Aurangabad

Date : 17/5/24

3
CONTENTS

1. INTRODUCTION

2. WHAT’S A GPU ???

3. HISTORY AND STANDARDS

4. PERIPHERAL COMPONENT INTERCONNECT

5. ACCELLERATED GRAPHICS PORT

6. COMPONENTS OF GPU

7. HOW IS 3D ACCELLERATION DONE ?

8. PERFORMANCE FACTOR OF GPU

9. TYPES OF GPU

10. GEFORCE4

11. GEFORCE4 TI

12. GEFORCE4 MX

13. GEFORCE4 GO

14. CONCLUSION

15. 3D GLOSSARY

16. REFERENCES

4
INTRODUCTION

There are various applications that require a 3D world to be simulated as realistically


as possible on a computer screen. These include 3D animations in games, movies and
other real world simulations. It takes a lot of computing power to represent a 3D
world due to the great amount of information that must be used to generate a realistic
3D world and the complex mathematical operations that must be used to project this
3D world onto a computer screen. In this situation, the processing time and
bandwidth are at a premium due to large amounts of both computation and data.

WHAT’S A GPU????

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. GPUs allow products such as desktop PCs, portable
computers, and game consoles to process real-time 3D graphics that onl a few years
ago were only available on high-end workstations.

Many synonyms exist for Graphics Processing Unit in which the popular
one being the graphics card .It’s also known as a video card, video accelerator, video
adapter, video board, graphics accelerator, or graphics adapter.

HISTORY AND STANDARDS

The first graphics cards, introduced in August of 1981 by IBM, were


monochrome cards designated as Monochrome Display Adapters (MDAs). The

5
graphics standard came into being. A VGA display could support up to 256
colors (out of a possible 262,144-color palette) at resolutions up to 720x400. Perhaps
the most interesting difference between VGA and the preceding formats is that VGA
was analog, whereas displays had been digital up to that point. Going from digital to
analog may seem like a step backward, but it actually provided the ability to vary the
signal for more possible combinations than the strict on/off nature of digital.
be able to connect to your computer. While there are still a number of
graphics cards

that plug into an Industry Standard Architecture (ISA) or Peripheral Component


Interconnect (PCI) slot, most current graphics cards use the Accelerated Graphics
Port (AGP).

PERIPHERAL COMPONENT INTERCONNECT(PCI)

There are a lot of incredibly complex components in a computer. And all of


these parts need to communicate with each other in a fast and efficient manner.
Essentially, a bus is the channel or path between the components in a computer.
During the early 1990s, Intel introduced a new bus standard for consideration, the
Peripheral Component Interconnect (PCI).It provides direct access to system memory
for connected devices, but uses a bridge to connect to the front side bus and therefore
to the CPU.

6
The illustration above shows how the various buses connect to the CPU.

PCI can connect up to five external components. Each of the five connectors
for an external component can be replaced with two fixed devices on the
motherboard. The PCI bridge chip regulates the speed of the PCI bus independently

of the CPU's speed. This provides a higher degree of reliability and ensures that PCI-
hardware manufacturers know exactly what to design for.

PCI originally operated at 33 MHz using a 32-bit-wide path. Revisions to the


standard

ACCELERATED GRAPHICS PORT (AGP)

The need for streaming video and real-time-rendered 3-D games requires an
even faster throughput Intel debuted the

Accelerated Graphics Port (AGP), a modification of the PCI bus designed


specifically to facilitate the use of streaming video and high-performance graphics.

AGP is a high-performance interconnect between the core-logic chipset and the


graphics controller for enhanced graphics performance for 3D applications. AGP
relieves the graphics bottleneck by adding a dedicated high-speed interface directly
between the chipset and the graphics controller as shown below.

7
Segments of system memory can be dynamically reserved by the OS for use by
the graphics controller. This memory is termed AGP memory or non-local video
memory. The net result is that the graphics controller is required to keep fewer texture
maps in local memory.

For these reasons, programmers can always expect to have more texture
memory available via AGP system memory. Keeping textures out of the frame buffer
allows larger screen resolution, or permits Z-buffering for a given large screen size.
As the need for more graphics intensive applications continues to scale upward, the
amount of textures stored in system memory will increase. AGP delivers these
textures from system memory to the graphics controller at speeds sufficient to make
system memory usable as a secondary texture store.

AGP Memory Allocation

During AGP memory initialization, the OS allocates 4K byte pages of AGP


memory in main (physical) memory. These pages are usually discontiguous.
However, the graphics controller needs contiguous memory. A translation mechanism
called the GART (Graphics Address Remapping Table), makes discontiguous
memory appear as contiguous memory by translating virtual addresses into physical
addresses in main memory through a remapping table.

AGP Transfers
8
AGP provides two modes for the graphics controller to directly access texture
maps in system memory: pipelining and sideband addressing. Using Pipe mode,
AGP overlaps the memory or bus access times for a request ("n") with the issuing of
following requests ("n+1"..."n+2"... etc.). In the PCI bus, request "n+1" does not
begin until the data transfer of request "n" finishes.
With sideband addressing (SBA), AGP uses 8 extra "sideband" address lines which
allow the graphics controller to issue new addresses and requests simultaneously
while data continues to move from previous requests on the main 32 data/address
lines. Using SBA mode improves efficiency and reduces latencies.

AGP Specifications

The current PCI bus supports a data transfer rate up to 132 MB/s, while AGP
(at 66MHz) supports up to 533 MB/s! AGP attains this high transfer rate due to it's
ability to transfer data on both the rising and falling edges of the 66MHz clock

Mode Approximate Transfer rate

clock rate (MBps)


1x 66 MHz 266
2x 133 MHz 533
4x 266 MHZ 1066
8x 533 MHZ 2133

The AGP slot typically provides performance which is 4 to 8 times faster than
the PCI slots inside your computer.

COMPONENTS OF GPU

There are several components on a typical graphics card:

9
Graphics Processor

The graphics processor is the brains of the card, and is typically one of three
configurations:

Graphics co-processor: A card with this type of processor can handle all of the
graphics chores without any assistance from the computer's CPU. Graphics co-
processors are typically found on high-end video cards.

Graphics accelerator: In this configuration, the chip on the graphics card renders
graphics based on commands from the computer's CPU. This is the most common
configuration used today.

Frame buffer: This chip simply controls the memory on the card and sends
information to the digital-to-analog converter (DAC) . It does no processing of the
image data and is rarely used anymore.

Memory – The type of RAM used on graphics cards varies widely, but the most
popular types use a dual-ported configuration. Dual-ported cards can write to one
section of memory while it is reading from another section, decreasing the time it
takes to refresh an image.

Graphics BIOS – Graphics cards have a small ROM chip containing basic
information that tells the other components of the card how to function in relation to
each other. The BIOS also performs diagnostic tests on the card's memory and input/
output (I/O) to ensure that everything is functioning correctly.

Digital-to-Analog Converter (DAC) – The DAC on a graphics card is commonly


known as a RAMDAC because it takes the data it converts directly from the card's
memory. RAMDAC speed greatly affects the image you see on the monitor. This is
because the refresh rate of the image depends on how quickly the analog information
gets to the monitor.

Display Connector – Graphics cards use standard connectors. Most cards use the 15-
pin connector that was introduced with Video Graphics Array (VGA).
10
Computer (Bus) Connector – This is usually Accelerated Graphics Port (AGP).
This port enables the video card to directly access system memory. Direct memory
access helps to make the peak bandwidth four times higher than the Peripheral

11
HOW IS 3D ACCELERATION DONE??????

There are different steps involved in creating a complete 3D scene. It is done


by different parts of the GPU, each of which are assigned a particular job. During 3D
rendering, there are different types of data the travel across the bus. The two most
common types are texture and geometry data. The geometry data is the
"infrastructure" that the rendered scene is built on. Thisis made up of polygons

engine applies assigned texture values to each pixel. This gives each pixel the correct
color value so that it appears to have surface texture and does not look like a flat,
smooth object. After a pixel has been rendered it must be checked to see whether it is
visible by checking the depth value, or Z value.

A Z check unit performs this process by reading from the Z-buffer to see
if there are any other pixels rendered to the same location where the new pixel
will be rendered. If another

PERFORMANCE FACTORS OF GPU

There are many factors that affect the performance of a GPU. Some of the
factors that are directly visible to a user are given below.
• Fill Rate:
It is defined as the number of pixels or texels (textured pixels) rendered per
second by the GPU on to the memory . It shows the true power of the GPU.
Modern GPUs have fill rates as high as 3.2 billion pixels. The fill rate of a GPU
can be increased by increasing the clock given to it.

• Memory Bandwidth:
It is the data transfer speed between the graphics chip and its local frame
buffer. More bandwidth usually gives better performance with the image to be
rendered is of high quality and at very high resolution.

12
• Memory Management:

The performance of the GPU also depends on how efficiently the memory is
managed, because memory bandwidth may become the only bottle neck if not
managed properly.

• Hidden Surface removal:


A term to describe the reducing of overdraws when rendering a scene by not
rendering surfaces that are not visible. This helps a lot in increasing the
performance of GPU, by preventing overdraw so that the fill rate of the GPU
can be utilized to the maximum.

Now lets see how far GPUs have come as far as performance is concerned.

900
800
700
600
500 Operations(Millions)/se
400 c
300
200
100
0
1996 1997 1998 1999 2000 2001

13
60

50

40
No of Transistors in
30 Millions
20

10

0
1996 1997 1998 1999 2000 2001

TYPES OF GPUS…

There are mainly two types of GPUs, they are

1. Those that can handle all of the graphics processes without any assistance
from the computer's CPU. They are typically found on high-end workstations.
These are mainly used for Digital Content Creation like 3D animation as it
supports a lot of 3D functions.
Some of them are……

Some of them are…….


Geforce series from NVIDIA.
Radeon series from ATI Technology ltd.
Kyro series from STM Microelectronics

Today’s GPU can do what was hoped for and beyond. In the last year a giant
leap have been made in the GPU technology. The maximum amount of RAM that can
be found on a graphics card has jumped from 16MB to a whopping 128MB. The
premier company in GPU manufacturing ATI,who has held the position past couple
of years has given way to nVidia , whose new ground breaking technology is leaving

14
GEFORCE4

NVIDIA introduced the groundbreaking, top-to-bottom GeForce4 family of


GPUs—delivering new levels of graphics performance and display flexibility to
desktop and mobile PCs. nVidia’s latest creation, the GeForce4 GPU is the fourth
edition in the famed GeForce lineup. It has wowed gamers and artists alike by having
the capability to make graphics “better than life” with 128MB of DDR memory and a
super fast processor. What this means is that the GeForce4 is capable of rendering
GeForce4 MX; to the most advanced mobile graphics available, GeForce4 Go.
Three of its kind has been released…….
• GeForce4 Ti series (NV25)

• GeForce4 MX series (NV17)


• GeForce4 Go series

Chip Architecture

The LMA II

15
In the upper left hand corner lies the LMA II. The LMA II controls the flow of

A demo shot of a wolf man which has been rendered by GeForce4

The Display Unit

In the center to the right of the chip is the display unit. This unit is simple
and its only job is to determine the optimal display resolution for the display being
used. It also determines what type of display it is and optimizes its performance.

The 2D/Video/HDVP Unit

Application management
• Transparency & colored transparency window options
• Extends functionality of all applications
• Pop- up menu control

GEFORCE4 TI

nVIDIA's crown graphics card is the GeForce4 Ti, a creation of admirable


brilliance. Its basic specifications include
• 63 million transistors (only 3 million more than GeForce3)
• Manufactured in TSMC's .15 µ process
• Chip clock 225 - 300 MHz
• Memory clock 500 - 650 MHz
• Memory bandwidth 8,000 - 10,400 MB/s
• TnL Performance of 75 - 100 million vertices/s
• 128 MB frame buffer by default
• nfiniteFX II engine
• Accuview Anti Aliasing

16
This chart shows comparison of performances of GeForce4 Ti 4600 and its predecessor in FPS.

GEFORCE4 MX

With the GeForce4 MX graphics processing units (GPUs), NVIDIA provides


a new level of cost-effective, high-performance graphics to the mainstream PC user.
The GeForce4 MX is the cheapest and worst performing of the three lines. The
standard graphics card comes with 64MB of RAM, a hefty amount that can handle
almost any task. The GeForce4 MX has a 64bit bus, which is also pretty standard for
today's graphics cards. For the most part the only real improvement from the
GeForce3 MX to the GeForce4MX is the graphics processing unit, which beats its
predecessors, the GeForce2 and GeForce3, hands down.

Performance comparisons

17
GEFORCE4 GO

NVIDIA introduces the fastest, most comprehensive and feature-rich


computing experience ever realized on a mobile platform— the GeForce4 Go. With a
revolutionary core of integrated technologies, the GeForce4 Go ensures unparalleled
performance, battery life, and DVD and video playback. From notebooks powerful
enough to replace your desktop PC, to those that are both thin and light, NVIDIA's
GeForce4 Go mobile GPUs provide unprecedented mobile computing experiences.

CONCLUSION

From the introduction of the first 3D accelerator from 3dfx in 1996 these
units have come a long way to be truly called a “Graphics Processing Unit”. So it 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.

18
REFERENCES

1. www.howstuffworks.com
2. www.tomshardware.com
3. www.intel.com
4. www.nvidia.com
5. www.extremetech.com
6. www.pcworld.com

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