Notes on material covered in class. Items marked with a year <2020 have not yet been updated for the Spring 2021 semester. If it's 2022 then this message hasn't been updated either.

- Course Overview (2021)
Syllabus information and course overview. A quick description of what a GPU does and why it's important.

- Basic Concepts of Cores (2020)
Basic concepts of cores.

- Basic Concepts of Parallelism (2021)
Basic concepts of parallel computation.

- Performance Characterization (2021)
Basic concepts of performance characterization of programs.

- Cores (2021)
Detailed description of the types of cores used in CPUs and accelerators.

- NVIDIA CC GPU Microarchitectures (2020)
A description of the microarchitecture of the NVIDIA GPUs supporting up to Compute Capability (CC) 7.x

- Interval Analysis (2020)
A method of estimating the performance of kernels based on the minimum latency and resources used during the executions fo intervals (sections of code).

- Radix Sort ( 1 May 2017)
Notes on the radix sort program presented in class.

- Notes on Intel Phi
Some notes on the Xeon Phi, includes references.

- Mathematical Preliminaries (2010)
Coverage of mathematics for computer graphics, including homogeneous coordinates, transformations, and projections. Also includes review of topics in geometry.

- Elements of 3D Graphics (2011)
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.

- 3D Rendering Code on CPUs & Possible GPUs (2009)
The raison d'etre for GPUs. Efficiency and suitability of CPUs for 3D rendering code; elements of far more suitable GPU organizations.

- GeForce 3 and Early Vertex Shaders (2010)
A description of the GeForce 3 with an emphasis on its programmable vertex shader.

- Manycore GPGPU Microarchitectures (2011)
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.

- Programmable Shader APIs (2009)
The APIs that application programmers can use to program GPUs. Details of OpenGL Shading Language.

David M. Koppelman - koppel@ece.lsu.edu | Modified 22 Jan 2021 13:35 (1935 UTC) |

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