Notes on material covered in class. Items marked with a year <2015 have not yet been updated for the Spring 2015 semester. If it's 2016 then this message hasn't been updated either.
Syllabus information and course overview. A quick description of what a GPU does and why it's important.
Basic concepts of cores.
Basic concepts of parallel computation.
Basic concepts of performance characterization of programs.
Detailed description of the types of cores used in CPUs and accelerators.
A description of the microarchitecture of the NVIDIA GPUs supporting up to Compute Capability (CC) 6.x
Notes on the radix sort program presented in class.
Some notes on the Xeon Phi, includes references.
Coverage of mathematics for computer graphics, including homogeneous coordinates, transformations, and projections. Also includes review of topics in geometry.
The set presents definition of major components such as the frame buffer, material on coordinates and transformations, and basic techniques such as clipping, lighting, z-buffering, and rasterization.
The raison d'etre for GPUs. Efficiency and suitability of CPUs for 3D rendering code; elements of far more suitable GPU organizations.
A description of the GeForce 3 with an emphasis on its programmable vertex shader.
Some brief notes on Larrabee, Knights Ferry, and Knights Corner. These are examples of manycore GPGPU chips, chips having many simple processor cores coupled with wide vector units.
The APIs that application programmers can use to program GPUs. Details of OpenGL Shading Language.
|David M. Koppelman - firstname.lastname@example.org||Modified 1 May 2017 17:48 (2248 UTC)|