GRAPHICS PROCESSING
UNIT
INTRODUCTION
What is GPU?
• 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.
• Its uses parallel architecture. It is also called Visual processing unit
• It serves as both a programmable graphics processor and a scalable
parallel computing platform.
• It works along with CPU
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 and higher transistor counts,
while CPUs have few execution units and
higher clock speeds
• GPUs have much deeper pipelines (several
thousand stages vs 10-20 for CPUs)
• GPUs have significantly faster and more
advanced memory interfaces as they need to
shift around a lot more data than
CPUs
PHYSICAL VIEW OF A GPU
COMPNENTS OF GPU
• MOTHERBOARD
A motherboard connection for data and power
• GRAPHICS PROCESSOR
A processor to decide what to do with each pixel on the screen
• MEMORY
Memory to hold information about each pixel and to temporarily store completed
pictures
• DISPLAY CONNECTOR
Most graphics cards have two monitor connections. Often, one is a DVI connector,
which supports LCD screens, and the other is a VGA connector, which supports CRT
screens. Some graphics cards have two DVI connectors instead.
SPECIFICATIONS
A good overall measurement of a card's performance is
its frame rate, measured in frames per second (FPS). The
frame rate describes how many complete images the card can
display per second.
The human eye can process about 25 frames every second, but fast action games require a
frame rate of at least 60 FPS to provide smooth animation and scrolling .
The hardware specifications that most affect the card's speed and the units in which they
are measured:
GPU clock speed (MHz)
Size of the memory bus (bits)
Amount of available memory (MB)
Memory clock rate (MHz)
Modern GPU Architecture
THE GPU PIPELINE
• The GPU receives geometry information(mainly triangles in 3D) from the CPU as an input
and provides a picture as an output
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 verticesin object space with all their associated information
(normals, texture coordinates, per vertex color etc)
VERTEX PROCESSING
A vertex processing is a graphics processing function that maps vertices onto the
screen and adds special effects to objects in a 3D environment.
• One of its purposes is to transform each vertex's 3D position in virtual space to the
2D coordinate at which it appears on the screen.
• Vertex pipelines also eliminate unneeded geometry by detecting parts of the scene
that are hidden by other parts and simply discarding those parts.
TRIANGLE SETUP
Rasterization
It is the process of determining which screenspace pixel locations are covered by
each triangle. Each triangle generates a primitive called a “fragment” at each
screenspace pixel location that it covers.
A fragment is generated if and only if its center is inside the triangle
FRAGMENT PROCESSING OR
PIXEL PROCESSING
• Each fragment provided by triangle setup is fed into fragment processing as a set
of attributes (position, normal, texcoord etc), which are used to compute the final
color for this pixel
• The computations taking place here include texture mapping and math
operations
MEMORY INTERFACING
• Fragment colors provided by the previous stage are written to the
framebuffer
• Before the final write occurs, some fragments are rejected by the
zbuffer, stencil and alpha tests
• The final pixels are processed and are provided as picture
APPLICATIONS
APPLICATIONS
APPLICATIONS
Thank You