Graphics processing unit
A graphics processing unit (GPU) is a specialized
History
1970s
A specialized
The
1980s
The
In 1984, Hitachi released ARTC HD63484, the first major CMOS graphics processor for personal computers. The ARTC could display up to 4K resolution when in monochrome mode. It was used in a number of graphics cards and terminals during the late 1980s.[13] In 1985, the Amiga was released with a custom graphics chip including a blitter for bitmap manipulation, line drawing, and area fill. It also included a coprocessor with its own simple instruction set, that was capable of manipulating graphics hardware registers in sync with the video beam (e.g. for per-scanline palette switches, sprite multiplexing, and hardware windowing), or driving the blitter. In 1986, Texas Instruments released the TMS34010, the first fully programmable graphics processor.[14] It could run general-purpose code, but it had a graphics-oriented instruction set. During 1990–1992, this chip became the basis of the Texas Instruments Graphics Architecture ("TIGA") Windows accelerator cards.
In 1987, the IBM 8514 graphics system was released. It was one of the first video cards for IBM PC compatibles to implement fixed-function 2D primitives in electronic hardware. Sharp's X68000, released in 1987, used a custom graphics chipset[15] with a 65,536 color palette and hardware support for sprites, scrolling, and multiple playfields.[16] It served as a development machine for Capcom's CP System arcade board. Fujitsu's FM Towns computer, released in 1989, had support for a 16,777,216 color palette.[17] In 1988, the first dedicated polygonal 3D graphics boards were introduced in arcades with the Namco System 21[18] and Taito Air System.[19]
1990s
In 1991, S3 Graphics introduced the S3 86C911, which its designers named after the Porsche 911 as an indication of the performance increase it promised.[21] The 86C911 spawned a variety of imitators: by 1995, all major PC graphics chip makers had added 2D acceleration support to their chips.[22] Fixed-function Windows accelerators surpassed expensive general-purpose graphics coprocessors in Windows performance, and such coprocessors faded from the PC market.
Throughout the 1990s, 2D
In the early- and mid-1990s,
The term "GPU" was coined by Sony in reference to the 32-bit Sony GPU (designed by Toshiba) in the PlayStation video game console, released in 1994.[31]
In the PC world, notable failed attempts for low-cost 3D graphics chips included the
Microsoft began to work more closely with hardware developers and started to target the releases of DirectX to coincide with those of the supporting graphics hardware.
2000s
Nvidia was first to produce a chip capable of programmable
In October 2002, with the introduction of the
With the introduction of the Nvidia
Nvidia's CUDA platform, first introduced in 2007,[37] was the earliest widely adopted programming model for GPU computing. OpenCL is an open standard defined by the Khronos Group that allows for the development of code for both GPUs and CPUs with an emphasis on portability.[38] OpenCL solutions are supported by Intel, AMD, Nvidia, and ARM, and according to a report in 2011 by Evans Data, OpenCL had become the second most popular HPC tool.[39]
2010s
In 2010, Nvidia partnered with
The PS4 and Xbox One were released in 2013; they both use GPUs based on AMD's Radeon HD 7850 and 7790.[44] Nvidia's Kepler line of GPUs was followed by the Maxwell line, manufactured on the same process. Nvidia's 28 nm chips were manufactured by TSMC in Taiwan using the 28 nm process. Compared to the 40 nm technology from the past, this manufacturing process allowed a 20 percent boost in performance while drawing less power.[45][46] Virtual reality headsets have high system requirements; manufacturers recommended the GTX 970 and the R9 290X or better at the time of their release.[47][48] Cards based on the Pascal microarchitecture were released in 2016. The GeForce 10 series of cards are of this generation of graphics cards. They are made using the 16 nm manufacturing process which improves upon previous microarchitectures.[49] Nvidia released one non-consumer card under the new Volta architecture, the Titan V. Changes from the Titan XP, Pascal's high-end card, include an increase in the number of CUDA cores, the addition of tensor cores, and HBM2. Tensor cores are designed for deep learning, while high-bandwidth memory is on-die, stacked, lower-clocked memory that offers an extremely wide memory bus. To emphasize that the Titan V is not a gaming card, Nvidia removed the "GeForce GTX" suffix it adds to consumer gaming cards.
In 2018, Nvidia launched the RTX 20 series GPUs that added ray-tracing cores to GPUs, improving their performance on lighting effects.
In 2019, AMD released the successor to their Graphics Core Next (GCN) microarchitecture/instruction set. Dubbed RDNA, the first product featuring it was the Radeon RX 5000 series of video cards.[52]
The company announced that the successor to the RDNA microarchitecture would be incremental (aka a refresh). AMD unveiled the Radeon RX 6000 series, its RDNA 2 graphics cards with support for hardware-accelerated ray tracing.[53] The product series, launched in late 2020, consisted of the RX 6800, RX 6800 XT, and RX 6900 XT.[54][55] The RX 6700 XT, which is based on Navi 22, was launched in early 2021.[56]
The PlayStation 5 and Xbox Series X and Series S were released in 2020; they both use GPUs based on the RDNA 2 microarchitecture with incremental improvements and different GPU configurations in each system's implementation.[57][58][59]
Intel first entered the GPU market in the late 1990s, but produced lackluster 3D accelerators compared to the competition at the time. Rather than attempting to compete with the high-end manufacturers Nvidia and ATI/AMD, they began integrating Intel Graphics Technology GPUs into motherboard chipsets, beginning with the Intel 810 for the Pentium III, and later into CPUs. They began with the Intel Atom 'Pineview' laptop processor in 2009, continuing in 2010 with desktop processors in the first generation of the Intel Core line and with contemporary Pentiums and Celerons. This resulted in a large nominal market share, as the majority of computers with an Intel CPU also featured this embedded graphics processor. These generally lagged behind discrete processors in performance. Intel re-entered the discrete GPU market in 2022 with its Arc series, which competed with the then-current GeForce 30 series and Radeon 6000 series cards at competitive prices.[citation needed]
2020s
In the 2020s, GPUs have been increasingly used for calculations involving
GPU companies
Many companies have produced GPUs under a number of brand names. In 2009,[
Computational functions
Modern GPUs have traditionally used most of their
Several factors of GPU construction affect the performance of the card for real-time rendering, such as the size of the connector pathways in the semiconductor device fabrication, the clock signal frequency, and the number and size of various on-chip memory caches. Performance is also affected by the number of streaming multiprocessors (SM) for NVidia GPUs, or compute units (CU) for AMD GPUs, or Xe cores for Intel discrete GPUs, which describe the number of core on-silicon processor units within the GPU chip that perform the core calculations, typically working in parallel with other SM/CUs on the GPU. GPU performance is typically measured in floating point operations per second (FLOPS); GPUs in the 2010s and 2020s typically deliver performance measured in teraflops (TFLOPS). This is an estimated performance measure, as other factors can affect the actual display rate.[63]
GPU accelerated video decoding and encoding
Most GPUs made since 1995 support the
Recent graphics cards decode
, while XvMC is only capable of decoding MPEG-1 and MPEG-2.There are several dedicated hardware video decoding and encoding solutions.
Video decoding processes that can be accelerated
Video decoding processes that can be accelerated by modern GPU hardware are:
- Motion compensation (mocomp)
- Inverse discrete cosine transform (iDCT)
- Inverse telecine3:2 and 2:2 pull-down correction
- Inverse modified discrete cosine transform (iMDCT)
- In-loop deblocking filter
- Intra-frame prediction
- Inverse quantization (IQ)
- Variable-length decoding (VLD), more commonly known as slice-level acceleration
- Spatial-temporal deinterlacing and automatic interlace/progressive source detection
- Bitstream processing (Context-adaptive variable-length coding/Context-adaptive binary arithmetic coding) and perfect pixel positioning
These operations also have applications in video editing, encoding, and transcoding.
2D graphics APIs
An earlier GPU may support one or more 2D graphics API for 2D acceleration, such as GDI and DirectDraw.[64]
3D graphics APIs
A GPU can support one or more 3D graphics API, such as DirectX, Metal, OpenGL, OpenGL ES, Vulkan.
GPU forms
Terminology
In the 1970s, the term "GPU" originally stood for graphics processor unit and described a programmable processing unit working independently from the CPU that was responsible for graphics manipulation and output.
In personal computers, there are two main forms of GPUs. Each has many synonyms:[71]
- Dedicated graphics also called discrete graphics.
- Integrated graphics also called shared graphics solutions, integrated graphics processors (IGP), or unified memory architecture (UMA).
Usage-specific GPU
Most GPUs are designed for a specific use, real-time 3D graphics, or other mass calculations:
- Gaming
- Cloud Gaming
- Nvidia GRID
- Radeon Sky
- Workstation
- Nvidia Quadro
- Nvidia RTX
- AMD FirePro
- AMD Radeon Pro
- Intel Arc Pro
- Cloud Workstation
- Artificial Intelligence training and Cloud
- Nvidia Tesla
- AMD Radeon Instinct
- Automated/Driverless car
- Nvidia Drive PX
- Nvidia
Dedicated graphics processing unit
Dedicated graphics processing units are not necessarily removable, nor does it necessarily interface with the motherboard in a standard fashion. The term "dedicated" refers to the fact that graphics cards have RAM that is dedicated to the card's use, not to the fact that most dedicated GPUs are removable. This RAM is usually specially selected for the expected serial workload of the graphics card (see GDDR). Sometimes systems with dedicated discrete GPUs were called "DIS" systems as opposed to "UMA" systems (see next section).[72] Dedicated GPUs for portable computers are most commonly interfaced through a non-standard and often proprietary slot due to size and weight constraints. Such ports may still be considered PCIe or AGP in terms of their logical host interface, even if they are not physically interchangeable with their counterparts.
Graphics cards with dedicated GPUs typically interface with the
Technologies such as
Integrated graphics processing unit
Integrated graphics processing units (IGPU), integrated graphics, shared graphics solutions, integrated graphics processors (IGP), or unified memory architectures (UMA) use a portion of a computer's system RAM rather than dedicated graphics memory. IGPs can be integrated onto a motherboard as part of its
Since GPU computations are memory-intensive, integrated processing may compete with the CPU for relatively slow system RAM, as it has minimal or no dedicated video memory. IGPs use system memory with bandwidth up to a current maximum of 128 GB/s, whereas a discrete graphics card may have a bandwidth of more than 1000 GB/s between its
On systems with "Unified Memory Architecture" (UMA), including modern AMD processors with integrated graphics,[89] modern Intel processors with integrated graphics,[90] Apple processors, the PS5 and Xbox Series (among others), the CPU cores and the GPU block share the same pool of RAM and memory address space. This allows the system to dynamically allocate memory between the CPU cores and the GPU block based on memory needs (without needing a large static split of the RAM) and thanks to zero copy transfers, removes the need for either copying data over a bus (computing) between physically separate RAM pools or copying between separate address spaces on a single physical pool of RAM, allowing more efficient transfer of data.
Hybrid graphics processing
Hybrid GPUs compete with integrated graphics in the low-end desktop and notebook markets. The most common implementations of this are ATI's HyperMemory and Nvidia's TurboCache.
Hybrid graphics cards are somewhat more expensive than integrated graphics, but much less expensive than dedicated graphics cards. They share memory with the system and have a small dedicated memory cache, to make up for the high latency of the system RAM. Technologies within PCI Express make this possible. While these solutions are sometimes advertised as having as much as 768 MB of RAM, this refers to how much can be shared with the system memory.
Stream processing and general purpose GPUs (GPGPU)
It is common to use a
GPGPUs can be used for many types of
GPU-based high performance computers play a significant role in large-scale modelling. Three of the ten most powerful supercomputers in the world take advantage of GPU acceleration.[93]
GPUs support API extensions to the C programming language such as OpenCL and OpenMP. Furthermore, each GPU vendor introduced its own API which only works with their cards: AMD APP SDK from AMD, and CUDA from Nvidia. These allow functions called compute kernels to run on the GPU's stream processors. This makes it possible for C programs to take advantage of a GPU's ability to operate on large buffers in parallel, while still using the CPU when appropriate. CUDA was the first API to allow CPU-based applications to directly access the resources of a GPU for more general purpose computing without the limitations of using a graphics API.[citation needed]
Since 2005 there has been interest in using the performance offered by GPUs for
External GPU (eGPU)
An external GPU is a graphics processor located outside of the housing of the computer, similar to a large external hard drive. External graphics processors are sometimes used with laptop computers. Laptops might have a substantial amount of RAM and a sufficiently powerful central processing unit (CPU), but often lack a powerful graphics processor, and instead have a less powerful but more energy-efficient on-board graphics chip. On-board graphics chips are often not powerful enough for playing video games, or for other graphically intensive tasks, such as editing video or 3D animation/rendering.
Therefore, it is desirable to attach a GPU to some external bus of a notebook.
Official vendor support for external GPUs has gained traction. A milestone was Apple's decision to support external GPUs with MacOS High Sierra 10.13.4.[99] Several major hardware vendors (HP, Razer) released Thunderbolt 3 eGPU enclosures.[100][101] This support fuels eGPU implementations by enthusiasts.[clarification needed][102]
Energy efficiency
Graphics processing units (GPU) have continued to increase in energy usage, while CPUs designers have recently focused on improving performance per watt. High performance GPUs may draw large amount of power, therefore intelligent techniques are required to manage GPU power consumption. Measures like 3DMark2006 score per watt can help identify more efficient GPUs.[103] However that may not adequately incorporate efficiency in typical use, where much time is spent doing less demanding tasks.[104]
With modern GPUs, energy usage is an important constraint on the maximum computational capabilities that can be achieved. GPU designs are usually highly scalable, allowing the manufacturer to put multiple chips on the same video card, or to use multiple video cards that work in parallel. Peak performance of any system is essentially limited by the amount of power it can draw and the amount of heat it can dissipate. Consequently, performance per watt of a GPU design translates directly into peak performance of a system that uses that design.
Since GPUs may also be used for someSales
In 2013, 438.3 million GPUs were shipped globally and the forecast for 2014 was 414.2 million. However, by the third quarter of 2022, shipments of integrated GPUs totaled around 75.5 million units, down 19% year-over-year.[105] [needs update][106]
See also
- Texture mapping unit (TMU)
- Render output unit (ROP)
- Brute force attack
- Computer hardware
- Computer monitor
- GPU cache
- GPU virtualization
- Manycore processor
- Physics processing unit (PPU)
- Tensor processing unit(TPU)
- Ray-tracing hardware
- Software rendering
- Vision processing unit (VPU)
- Vector processor
- Video card
- Video display controller
- Video game console
- AI accelerator
- GPU Vector Processor internal features
Hardware
- List of AMD graphics processing units
- List of Nvidia graphics processing units
- List of Intel graphics processing units
- Intel GMA
- Larrabee
- Nvidia PureVideo – the bit-stream technology from Nvidia used in their graphics chips to accelerate video decoding on hardware GPU with DXVA.
- SoC
- UVD (Unified Video Decoder) – the video decoding bit-stream technology from ATI to support hardware (GPU) decode with DXVA
APIs
- OpenGL API
- DirectX Video Acceleration (DxVA) API for Microsoft Windows operating-system.
- Mantle (API)
- Vulkan (API)
- Video Acceleration API (VA API)
- VDPAU (Video Decode and Presentation API for Unix)
- X-Video Bitstream Acceleration (XvBA), the X11 equivalent of DXVA for MPEG-2, H.264, and VC-1
- X-Video Motion Compensation – the X11 equivalent for MPEG-2 video codec only
Applications
- GPU cluster
- Mathematica– includes built-in support for CUDA and OpenCL GPU execution
- Molecular modeling on GPU
- Deeplearning4j – open-source, distributed deep learning for Java
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