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Streaming Algorithms In Graphics Hardware Suresh Venkatasubramanian AT&T LabsResearch Streaming Algorithms in Graphics Hardware p.1/22 Two Converging Trends In Computation... The accelerated development of graphics accelerator


  1. Streaming Algorithms In Graphics Hardware Suresh Venkatasubramanian AT&T Labs–Research Streaming Algorithms in Graphics Hardware – p.1/22

  2. Two Converging Trends In Computation... – The accelerated development of graphics accelerator cards (GPUs) Current graphics accelerators are cheap and ubiquitous. They are developing faster than CPUs (roughly 1.7 times faster per year) – The increasing need for streaming computations Original motivation from dealing with large data sets Also interesting from perspective of multimedia computations, image processing, visualization, and other areas. Streaming Algorithms in Graphics Hardware – p.2/22

  3. Two Converging Trends In Computation... – The accelerated development of graphics accelerator cards (GPUs) Current graphics accelerators are cheap and ubiquitous. They are developing faster than CPUs (roughly 1.7 times faster per year) – The increasing need for streaming computations Original motivation from dealing with large data sets Also interesting from perspective of multimedia computations, image processing, visualization, and other areas. Streaming Algorithms in Graphics Hardware – p.2/22

  4. ✄ � ☛ ✄ ✟ ☎ � ✁ � ✂ ✁ Graphics Cards Can Compute ! A graphics card takes a stream of objects (points, lines, triangles), and renders them on a screen. Graphics Card Each pixel in the screen can be viewed as a small processing unit. glBlend z-test ✆✞✝ �✡✠ Streaming Algorithms in Graphics Hardware – p.3/22

  5. Large Set Of Diverse Applications Occlusion Culling in scenes Shading on objects View dependent Simplification of Shapes Geometric Optimization Motion Planning and Collision Detection Image processing (wavelet analysis) Physical Simulations Scientific Computations (matrix multiplication) Data analysis (especially spatial data) Streaming Algorithms in Graphics Hardware – p.4/22

  6. T HE G RAPHICS P IPELINE : A CLOSER LOOK Streaming Algorithms in Graphics Hardware – p.5/22

  7. Suresh Writes A Program #include <gl.h> ... glLight(..) // Set lighting glOrtho(..)// Set viewpoint // Now draw objects glColor(1,0,0); glBegin(GL_TRIANGLES) glVertex(x1,y1,z1) ... glEnd() gcc triangle.cc -lGL Streaming Algorithms in Graphics Hardware – p.6/22

  8. Processing Objects in the GPU: Step 1 Viewpoint Calculations Vertices Rasterization Color Lighting and color Fragments transforms Lighting CPU GPU The Fixed-Function Pipeline Streaming Algorithms in Graphics Hardware – p.7/22

  9. ✏ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✑ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✑ ✑ ✒ ✏ ✏ ✏ ✏ ✏ ✏ ✏ ✓ ✏ ✏ ✏ ✏ ✏ ✏ ✏ ✏ ✑ ✏ ✏ ✏ ✏ ✏ ✏ ✏ ✏ ✏ ✏ ✑ ✑ ✑ ✑ ✒ ✒ ✏ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✓ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✒ ✓ ✓ ✓ ✓ ✓ ✏ ✏ ✓ ✌ ☞ ☞ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ☞ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ✌ ☞ ☞ ✌ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ☞ ✌ ✍ ✏ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✍ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✎ ✏ ✏ ✏ ✏ ✏ ✏ ✎ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✍ ✓ Streaming Algorithms in Graphics Hardware – p.8/22 Processing fragments in the GPU: Step 2 Display The Fixed-Function Pipeline GPU Blending Frame buffer Depth Test ? Stencil Test ? −Test ? α Fragments Memory Texture

  10. So where’s the computation ? Stencil test if (buffer.stencil = K) continue else drop fragment. Depth test if (frag.depth < buffer.depth) continue else drop fragment. Blending operations buffer.color = buffer.color op fragment.color – General arithmetic and boolean function for blending. – General comparison functions. – Convolution and histogramming operators. Streaming Algorithms in Graphics Hardware – p.9/22

  11. Programable Pipelines Viewpoint Calculations Rasterization Lighting Fragments and color transforms Vertex program Fragment program Vertex program executes on each vertex. Fragment program executes on each fragment. Streaming Algorithms in Graphics Hardware – p.10/22

  12. Capabilities Large instruction set: general purpose arithmetic and scientific calculations on scalars and vectors Programs can be large: hundreds of instructions can be executed in a single pass. Texture buffers allow more general purpose memory access. Some limited pointer indirection for array lookups. No looping in fragment programs; some looping permitted in vertex programs. Streaming Algorithms in Graphics Hardware – p.11/22

  13. ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✔ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✕ ✔ ✕ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✕ Haven’t We Seen This Before? Standard streaming model of computation Input 3 4 5 1 Output 25 9 Stream Algorithm 1 16 Memory What’s different ? Limited memory (really a constant vs polylog n ). Pipelining restriction: all items have to be treated the same way. Multi-pass potential: standard streaming models assume exactly one pass (with a few exceptions). Streaming Algorithms in Graphics Hardware – p.12/22

  14. Maybe We Have Seen This Before Systolic Arrays [Kung+Leiserson 1978] 1 4 5 Streaming Algorithms in Graphics Hardware – p.13/22

  15. Maybe We Have Seen This Before Systolic Arrays [Kung+Leiserson 1978] 1 4 5 Streaming Algorithms in Graphics Hardware – p.13/22

  16. Maybe We Have Seen This Before Systolic Arrays [Kung+Leiserson 1978] 1 4 5 Streaming Algorithms in Graphics Hardware – p.13/22

  17. Maybe We Have Seen This Before Systolic Arrays [Kung+Leiserson 1978] 1 4 5 Streaming Algorithms in Graphics Hardware – p.13/22

  18. Maybe We Have Seen This Before Systolic Arrays [Kung+Leiserson 1978] 1 4 5 Special case (1-D) of systolic arrays Have more memory access Early graphics card design was in the framework of systolic computation ! Streaming Algorithms in Graphics Hardware – p.13/22

  19. Graphics Card: Streaming Pipelined Architecture Objects are presented to the card one-by-one. Once processed, an object is passed to the next phase and does not return. Spatial Parallelism: Each pixel processes a different stream. There is limited local memory: each objects essentially carries its own state with it. Pipelining: Each object is processed in the same way . Streaming Algorithms in Graphics Hardware – p.14/22

  20. Graphics Card: Streaming Pipelined Architecture Objects are presented to the card one-by-one. Once processed, an object is passed to the next phase and does not return. Spatial Parallelism: Each pixel processes a different stream. There is limited local memory: each objects essentially carries its own state with it. Pipelining: Each object is processed in the same way . Streaming Algorithms in Graphics Hardware – p.14/22

  21. Graphics Card: Streaming Pipelined Architecture Objects are presented to the card one-by-one. Once processed, an object is passed to the next phase and does not return. Spatial Parallelism: Each pixel processes a different stream. There is limited local memory: each objects essentially carries its own state with it. Pipelining: Each object is processed in the same way . Streaming Algorithms in Graphics Hardware – p.14/22

  22. Graphics Card: Streaming Pipelined Architecture Objects are presented to the card one-by-one. Once processed, an object is passed to the next phase and does not return. Spatial Parallelism: Each pixel processes a different stream. There is limited local memory: each objects essentially carries its own state with it. Pipelining: Each object is processed in the same way . Streaming Algorithms in Graphics Hardware – p.14/22

  23. Graphics Card: Streaming Pipelined Architecture Objects are presented to the card one-by-one. Once processed, an object is passed to the next phase and does not return. Spatial Parallelism: Each pixel processes a different stream. There is limited local memory: each objects essentially carries its own state with it. Pipelining: Each object is processed in the same way . Streaming Algorithms in Graphics Hardware – p.14/22

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