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2007.05.30 Jongwon Kim

Comparison of next generation graphic processors, Nvidia G80 and ATI R600. 2007.05.30 Jongwon Kim. Agenda. Old and new pipeline DirectX 10 Two competitors in graphic card Nvidia G80 architecture ATI R600 architecture Comparison of G80 and R600 Q & A. Old pipeline.

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2007.05.30 Jongwon Kim

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  1. Comparison of next generation graphic processors, Nvidia G80 and ATI R600 2007.05.30 Jongwon Kim Comparison of next generation graphic processers

  2. Agenda • Old and new pipeline • DirectX 10 • Two competitors in graphic card • Nvidia G80 architecture • ATI R600 architecture • Comparison of G80 and R600 • Q & A Comparison of next generation graphic processers

  3. Old pipeline • The traditional graphics (transform & lighting) pipeline • Geometry pipeline • Modeling transformation • Per-vertex lighting & shading • Viewing transformation • Projection transformation • Clipping • Triangle setup • Scan-line conversion • Rendering/rasterization • Triangle setup • Texturing, fragment shading • Alpha, stencil and depth testing • Frame buffer blending • Anti-aliasing (optional) Comparison of next generation graphic processers

  4. Pipeline with shaders • Vertex information input • Vertex Data • High-order primitive tessellation • Geometry pipeline • T&L engine • vertex shaders • Viewports and clipping • Pixel and texture blending • Multi-texturing • pixel shaders • fog blending • Rasterization • alpha, stencil and depth testing • frame buffer blending Comparison of next generation graphic processers

  5. GPU CPU The situation today • No single graphics hardware target • CPU-bound games and applications • Bandwidth and CPU cycles are the bottleneck in multiple areas (physics, AI) • Large amount of CPU resources spent directing the GPU • GPU overly-specialized Comparison of next generation graphic processers

  6. DirectX 10 • Texture Arrays • Format Reinterpretation • Stream Output • Resource Views • Input Assembler • Immediate offset on Memory Access • Integer/Bitwise Instructions • Comparison Filtering • Constant Buffers • State Objects • Shared-Exponent HDR Compression (RGBE) • Block-Compressed Formats for bump/normal maps • 128 texture slots • 8 Render targets • More interstage communication • Instance, Vertex, Primitive identifiers • Per-primitive Clip distance • Predicated Rendering • Alpha-to-Coverage • Multisample Readback • Better cubemap filtering • Input Assembler • … • Big changes from DirectX 9 • No more fixed function • State grouping • Reduced CPU load • remove overhead from DirectX 9 • Unified pixel shader and vertex shader • Shader model 4.0 • Geometry Shader • ex) generalize displacement map • Texture array • dynamically indexable in the shader • Predicated draw • GPU only process occlusion query • Stream out • generated geometry easily redrawn • But support only Window vista Comparison of next generation graphic processers

  7. Pipeline of the DirectX 10 • Input assembler • Vertex shader 4.0 • Geometry shader • Rasterizer (scan conversion) • Pixel shader 4.0 • Output merger Comparison of next generation graphic processers

  8. Shader programming • What is a shader? • A part of the graphics renderer, which is responsible for calculating the color of an object • The shader can apply transformations to a large set of elements at a time for every vertex of a model or to each pixel in an area of the screen • GPU (graphics processing unit) can provide shading functions • Shader functions introduced in the OpenGL version 1.5 and in the DirectX 8 • Why the shader is need? • Shader is well suited to parallel processing • GPU have a multi-core design to facilitate parallel processing Comparison of next generation graphic processers

  9. Shader model 4.0 • Unified shading architecture • Program can assign shader units (stream processors) as vertex or pixel shader • New HDR(high dynamic range) format • FP16(64bit), FP24(96bit), FP32(128bit) • R11G11B1110, R9G9B9+5 (half size, same dynamic range) Comparison of next generation graphic processers

  10. Geometry shader • Geometry shader • GPU can’t create new data, shaded only in shader model 3.0 • Gemetry shader can add or remove vertecies • Displacement mapping, stencil shadow extrusion, piont sprit creation, motion blur etc. • Created data moves through stream output. And send input assembler Comparison of next generation graphic processers

  11. Why unify shader Comparison of next generation graphic processers

  12. Unified shader Comparison of next generation graphic processers

  13. Two competitors • NVIDIA Corporation • Worldwide leader in GPU technologies • Major supplier of PC mother board chipset, graphics cards • Developed GPU for game console, Xbox and PlayStation 3 • Well known products • RIVA TNT, NVIDIA GeForce series, NVIDIA nForce series • ATI Technologies • Major supplier of GPU, PC mother board chipset, graphics cards • Purchased by AMD in October 2006 • Developed GPU for game console, Nintendo 64, Xbox 360, Wii • Well known products • Mach32, Rage series, Radeon series, Xpress series Comparison of next generation graphic processers

  14. G80 and R600 Comparison of next generation graphic processers

  15. Nvidia G80, 8800GTX Comparison of next generation graphic processers

  16. ATI R600, HD2900XT Comparison of next generation graphic processers

  17. Stream processor unit • R600 - 320 independent ALU unit (with 64 Special ALU) • G80 - 128 ALU + 128 Special ALU Comparison of next generation graphic processers

  18. Cluster architecture • R600 • 320 = 4 cluster * 16 * 5 scalar unit • 8 thread = 2 arbiter * 4 cluster • G80 • 128 = 8 cluster * 16 shader unit • 16 thread = 2 instruction fetcher * 8 cluster Comparison of next generation graphic processers

  19. Clock war • R600 • Core clock is the same with shader clock, 742Mhz • G80 • Shader clock is higher than graphics core clock • Shader clock 1350Mhz • Core clock 575Mhz Comparison of next generation graphic processers

  20. Memory interface • R600 • 512 bit ring bus • Simplifies routing to improve scalability • Reduces wire delay • Reduces number of repeaters required • 105.6GB/s • G80 • 384 bit crossbar bus • 86.4GB/s Comparison of next generation graphic processers

  21. HW tessellation • ATI has provided HW tessellation, TruForm • Xbox 360 already include this • DirectX 11 will include Comparison of next generation graphic processers

  22. Nvidia G80 architecture Comparison of next generation graphic processers

  23. Nvidia G80 diagram Comparison of next generation graphic processers

  24. CUDA thread computing • Compute unified device architecture Comparison of next generation graphic processers

  25. CUDA thread computing Comparison of next generation graphic processers

  26. ATI R600 architecture • Command Processor • Setup Engine • Ultra-Threaded DispatchProcessor • Stream Processing Units • Texture Units & Caches • Memory Read/Write Cache & Stream Out Buffer • Shader Export • Render Back-Ends Comparison of next generation graphic processers

  27. ATI R600 diagram Comparison of next generation graphic processers

  28. Q&A • mailto://freefish@nate.com • Links • http://developer.nvidia.com • http://www.beyond3d.com • http://www.extremetech.com/article2/0,1697,2053309,00.asp • http://en.wikipedia.org/wiki/Radeon_R600 • http://en.wikipedia.org/wiki/GeForce_8_series • http://www.beyond3d.com/content/reviews/1/ Comparison of next generation graphic processers

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