• Title/Summary/Keyword: Unified Shader

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Control Unit Design and Implementation for SIMD Programmable Unified Shader (SIMD 프로그래머블 통합 셰이더를 위한 제어 유닛 설계 및 구현)

  • Kim, Kyeong-Seob;Lee, Yun-Sub;Yu, Byung-Cheol;Jung, Jin-Ha;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.48 no.7
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    • pp.37-47
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    • 2011
  • Real picture like high quality computer graphic is widely used in various fields and shader processor, a key part of a graphic processor, has been advanced to programmable unified shader. However, The existing graphic processors have been optimized to commercial algorithms, so development of an algorithm which is not based on it requires an independent shader processor. In this paper, we have designed and implemented a control unit to support high quality 3 dimensional computer graphic image on programmable integrated shader processor. We have done evaluation through functional level simulation of designed control unit. Hardware resource usage rate are measured by implementing directly on FPGA Virtex-4 and execution speed are verified by applying ASIC library. the result of an evaluation shows that the control unit has the commands more about 1.5 times compared to the other shader processors that is a behavior similar to the control unit and with a number of processing units used in a shader processor, compared with the other processors, overall performance of the control unit is improved about 3.1 GFLOPS.

Multi-Port Register File Design and Implementation for the SIMD Programmable Shader (SIMD 프로그래머블 셰이더를 위한 멀티포트 레지스터 파일 설계 및 구현)

  • Yoon, Wan-Oh;Kim, Kyeong-Seob;Cheong, Jin-Ha;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.45 no.9
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    • pp.85-95
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    • 2008
  • Characteristically, 3D graphic algorithms have to perform complex calculations on massive amount of stream data. The vertex and pixel shaders have enabled efficient execution of graphic algorithms by hardware, and these graphic processors may seem to have achieved the aim of "hardwarization of software shaders." However, the hardware shaders have hitherto been evolving within the limits of Z-buffer based algorithms. We predict that the ultimate model for future graphic processors will be an algorithm-independent integrated shader which combines the functions of both vertex and pixel shaders. We design the register file model that supports 3-dimensional computer graphic on the programmable unified shader processor. we have verified the accurate calculated value using FPGA Virtex-4(xcvlx200) made by Xilinx for operating binary files made by the implementation progress based on synthesis results.

Design of Special Function Unit for Vectorized SIMD Programmable Unified Shader (벡터화된 SIMD 프로그램어블 통합 셰이더를 위한 특수 함수 유닛 설계)

  • Jung, Jin-Ha;Kim, Kyeong-Seob;Yun, Jeong-Hee;Seo, Jang-Won;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.5
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    • pp.56-70
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    • 2010
  • Rendering technique generating 2 dimensional image to give reality and high performance graphical processor for efficient processing of massive data are necessary to support realistic 3 dimensional graphical image. Recently, graphical hardwares have evolved rapidly. This enables high quality rendering effect that we were unable to process in realtime. Improving shading technique enabled us to render realistic images but still much time is required for this process. Multiple operational units are being integrated in a graphical processor for effective floating point operation using massive data to process almost real looking images. In this paper, we have designed and implemented a special functional unit to support high quality 3 dimensional computer graphic image on programmable integrated shader processor. We have done evaluation through functional level simulation of designed special functional unit. Hardware resource usage rate and execution speed are measured implementing directly on FPGA Virtex-4(xc4vlx200).

Performance Evaluation of the GPU Architecture Executing Parallel Applications (병렬 응용프로그램 실행 시 GPU 구조에 따른 성능 분석)

  • Choi, Hong-Jun;Kim, Cheol-Hong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.10-21
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    • 2012
  • The role of GPU has evolved from graphics-specific processing to general-purpose processing with the development of unified shader core architecture. Especially, execution methods for general-purpose parallel applications using GPU have been researched intensively, since the parallel hardware architecture can be utilized efficiently when the parallel applications are executed. However, current GPU architecture has limitations in executing general-purpose parallel applications, since the GPU is not specialized for general-purpose computing yet. To improve the GPU performance when general-purpose parallel applications are executed, the GPU architecture should be evolved. In this work, we analyze the GPU performance according to the architecture varying the number of cores and clock frequency. Our simulation results show that the GPU performance improves by up to 125.8% and 16.2% as the number of cores increases and the clock frequency increases, respectively. However, note that the improvement of the GPU performance is saturated even though the number of cores increases and the clock frequency increases continuously, since the data cannot be provided to the GPU due to the limit of memory bandwidth. Consequently, to accomplish high performance effectiveness on GPU, computational resources must be more suitably considered.