Not to be confused with Graphics card.
"GPU" redirects here. For other uses, see GPU (disambiguation).
The term GPU was popularized by Nvidia in 1999, who marketed the GeForce 256 as "the world's first 'GPU', or Graphics Processing Unit, a single-chip processor with integrated transform, lighting, triangle setup/clipping, and rendering engines that are capable of processing a minimum of 10 million polygons per second". Rival ATI Technologies coined the term visual processing unit or VPU with the release of the Radeon 9700 in 2002.
History
1980s
In 1983 Intel made the iSBX 275 Video Graphics Controller Multimodule Board for industrial systems based on the Multibus standard. The card was based on the 82720 Graphics Display Controller and accelerated the drawing of lines, arcs, rectangles, and character bitmaps. The framebuffer was also accelerated through loading via DMA. The board was intended for use with Intel's line of Multibus industrial single board computer plugin cards.Released in 1985, the Commodore Amiga was one of the first personal computers to come standard with a GPU. The GPU supported line draw, area fill, and included a type of stream processor called a blitter which accelerated the movement, manipulation, and combination of multiple arbitrary bitmaps. Also included was a coprocessor with its own (primitive) instruction set capable of directly invoking a sequence of graphics operations without CPU intervention. Prior to this and for quite some time after, many other personal computer systems instead used their main, general purpose CPU to handle almost every aspect of drawing the display short of generating the final video signal.
In 1986, Texas Instruments released the TMS34010, the first microprocessor with on-chip graphics capabilities. It could run general-purpose code, but it had a very graphics-oriented instruction set. In 1990-1991, this chip became the basis of the Texas Instruments Graphics Architecture ("TIGA") Windows accelerator cards.
In 1987, the IBM 8514 graphics system was released as one of the first video cards for IBM PC compatibles to implement fixed-function 2D primitives in electronic hardware.
1990s
Throughout the 1990s, 2D GUI acceleration continued to evolve. As manufacturing capabilities improved, so did the level of integration of graphics chips. Additional application programming interfaces (APIs) arrived for a variety of tasks, such as Microsoft's WinG graphics library for Windows 3.x, and their later DirectDraw interface for hardware acceleration of 2D games within Windows 95 and later.
In the early and mid-1990s, CPU-assisted real-time 3D graphics were becoming increasingly common in computer and console games, which led to an increasing public demand for hardware-accelerated 3D graphics. Early examples of mass-marketed 3D graphics hardware can be found in fifth generation video game consoles such as PlayStation and Nintendo 64. In the PC world, notable failed first-tries for low-cost 3D graphics chips were the S3 ViRGE, ATI Rage, and Matrox Mystique. These chips were essentially previous-generation 2D accelerators with 3D features bolted on. Many were even pin-compatible with the earlier-generation chips for ease of implementation and minimal cost. Initially, performance 3D graphics were possible only with discrete boards dedicated to accelerating 3D functions (and lacking 2D GUI acceleration entirely) such as the 3dfx Voodoo. However, as manufacturing technology again progressed, video, 2D GUI acceleration, and 3D functionality were all integrated into one chip. Rendition's Verite chipsets were the first to do this well enough to be worthy of note.
OpenGL appeared in the early 90s as a professional graphics API, but originally suffered from performance issues which allowed the Glide API to step in and become a dominant force on the PC in the late 90s. However these issues were quickly overcome and the Glide API fell by the wayside. Software implementations of OpenGL were common during this time although the influence of OpenGL eventually led to widespread hardware support. Over time a parity emerged between features offered in hardware and those offered in OpenGL. DirectX became popular among Windows game developers during the late 90s. Unlike OpenGL, Microsoft insisted on providing strict one-to-one support of hardware. The approach made DirectX less popular as a stand alone graphics API initially since many GPUs provided their own specific features, which existing OpenGL applications were already able to benefit from, leaving DirectX often one generation behind. (See: Comparison of OpenGL and Direct3D).
Over time Microsoft began to work more closely with hardware developers, and started to target the releases of DirectX with those of the supporting graphics hardware. Direct3D 5.0 was the first version of the burgeoning API to gain widespread adoption in the gaming market, and it competed directly with many more hardware specific, often proprietary graphics libraries, while OpenGL maintained a strong following. Direct3D 7.0 introduced support for hardware-accelerated transform and lighting (T&L) for Direct3D, while OpenGL already had this capability already exposed from its inception. 3D accelerators moved beyond being just simple rasterizers to add another significant hardware stage to the 3D rendering pipeline. The Nvidia GeForce 256 (also known as NV10) was the first consumer-level card on the market with hardware-accelerated T&L, while professional 3D cards already had this capability. Hardware transform and lighting, both already existing features of OpenGL, came to consumer-level hardware in the 90s and set the precedent for later pixel shader and vertex shader units which were far more flexible and programmable.
2000 to present
With the advent of the OpenGL API and similar functionality in DirectX, GPUs added programmable shading to their capabilities. Each pixel could now be processed by a short program that could include additional image textures as inputs, and each geometric vertex could likewise be processed by a short program before it was projected onto the screen. Nvidia was first to produce a chip capable of programmable shading, the GeForce 3 (code named NV20). By October 2002, with the introduction of the ATI Radeon 9700 (also known as R300), the world's first Direct3D 9.0 accelerator, pixel and vertex shaders could implement looping and lengthy floating point math, and in general were quickly becoming as flexible as CPUs, and orders of magnitude faster for image-array operations. Pixel shading is often used for things like bump mapping, which adds texture, to make an object look shiny, dull, rough, or even round or extruded.As the processing power of GPUs has increased, so has their demand for electrical power. High performance GPUs often consume more energy than current CPUs. See also performance per watt and quiet PC.
Today, parallel GPUs have begun making computational inroads against the CPU, and a subfield of research, dubbed GPU Computing or GPGPU for General Purpose Computing on GPU, has found its way into fields as diverse as machine learning, oil exploration, scientific image processing, linear algebra,statistics, 3D reconstruction and even stock options pricing determination. Nvidia's CUDA platform was the earliest widely adopted programming model for GPU computing. More recently OpenCL has become broadly supported. OpenCL is an open standard defined by the Khronos Group.OpenCL solutions are supported by Intel, AMD, Nvidia, and ARM, and according to a recent report by Evan's data OpenCL is the GPGPU development platform most widely used by developers in both the US and Asia Pacific.
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