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The Genesis of GPU Computing
AI032 Lesson 2
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The birth of the GPU was a radical departure driven by the "real-time imperative": the non-negotiable requirement to render complex 3D scenes within a $1/60^{th}$ second (16.67ms) window. While CPUs followed a multicore trajectory optimized for low-latency serial execution, they hit a wall as resolutions increased.

1. The 16.67ms Constraint

In the mid-90s, gaming reached a crisis. A serial CPU, handling AI and physics, couldn't calculate millions of pixel values fast enough to maintain fluid motion. This forced the creation of dedicated hardware to offload the repetitive graphics pipeline.

2. Scan Line Interleave (SLI)

Before internal parallel arrays, 3dfx introduced Scan Line Interleave (SLI). By using two physical cards to compute alternating horizontal lines, the industry shifted its focus from single-thread speed to raw "brute force" throughput.

SERIAL (CPU)Single Lane BottleneckPARALLEL (GPU/SLI)Distributed Throughput

3. Throughput vs. Latency

The GPU genesis prioritized silcon area for simple arithmetic units rather than complex branch prediction. This "wide and slow" philosophy allowed GPUs to handle the repetitive math of triangles while the CPU focused on non-parallel logic.

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