7 research outputs found

    메모리 인터페이스를 위한 20Gbps급 직렬화 송수신기 설계

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    학위논문 (박사)-- 서울대학교 대학원 : 전기·컴퓨터공학부, 2013. 8. 정덕균.Various types of serial link for current and future memory interface are presented in this thesis. At first, PHY design for commercial GDDR3 memory is proposed. GDDR3 PHY is consists of read path, write path, command path. Write path and command path calibrate skew by using VDL (Variable delay line), while read path calibrates skew by using DLL (Delay locked loop) and VDL. There are four data channels and one command/address channel. Each data channel consists of one clock signal (DQS) and eight data signals (DQ). Data channel operates in 1.2Gbps (1.08Gbps~1.2Gbps), and command/address channel operates 600Mbps (540Mbps~600Mbps). In particular, DLL design for high speed and for SSN (simultaneous switching noise) is concentrated in this thesis. Secondly, serial link design for silicon photonics is proposed. Silicon photonics is the strongest candidate for next generation memory interface. Modulator driver for modulator, TIA (trans-impedance amplifier) and LA (limiting amplifier) for photo diode design are discussed. It operates above 12.5Gbps but it consumes much power 7.2mW/Gbps (transmitter core), 2mW/Gbps (receiver core) because it is connected with optical device which has large parasitic capacitance. Overall receiver which includes CDR (clock and data recovery) is also implemented. Many chips are fabricated in 65nm, 0.13um CMOS process. Finally, electrical serial link for 20Gbps memory link is proposed. Overall architecture is forwarded clocking architecture, and is very simple and intuitive. It does not need additional synchronizer. This open loop delay matched stream line receiver finds optimum sampling point with DCDL (Digitally controlled delay line) controller and expects to consume low power structurally. Only two phase half rate clock is transmitted through clock channel, but half rate time interleaved way sampling is performed by aid of initial value settable PRBS chaser. A CMOS Chip is fabricated by 65nm process and it occupies 2500um x 2500um (transceiver). It is expected that about 2.6mW(2.4mW)/Gbps (transmitter), 4.1mW(2.7mW)/Gbps (receiver). Power consumption improvement is expected in advanced process.ABSTRACT I CONTENTS V LIST OF FIGURES VII LIST OF TABLES XII CHAPTER 1 INTRODUCTION 1 1.1 MOTIVATION 1 1.2 THESIS ORGANIZATION 10 CHAPTER 2 A SERIAL LINK PHY DESIGN FOR GDDR3 MEMORY INTERFACE 11 2.1 INTRODUCTION 11 2.2 GDDR3 MEMORY INTERFACE ARCHITECTURE 12 2.2.1 READ PATH ARCHITECTURE 15 2.2.2 WRITE PATH ARCHITECTURE 17 2.2.3 COMMAND PATH ARCHITECTURE 19 2.3 DLL DESIGN FOR MEMORY INTERFACE 20 2.3.1 SSN(SIMULTANEOUS SWITCHING NOISE) 20 2.3.2 DLL ARCHITECTURE 21 2.3.3 VOLTAGE CONTROLLED DELAY LINE (VCDL) 22 2.3.4 HYSTERESIS COARSE LOCK DETECTOR (HCLD) 23 2.3.5 DYNAMIC PHASE DETECTOR AND CHARGE PUMP 26 2.4 SIMULATION RESULT 29 2.5 CONCLUSION 32 CHAPTER 3 OPTICAL FRONT-END SERIAL LINK DESIGN FOR 20 GBPS MEMORY INTERFACE 35 3.1 SILICON PHOTONICS INTRODUCTION 35 3.2 OPTICAL FRONT-END TRANSMITTER DESIGN 45 3.2.1 MODULATOR DRIVER REQUIREMENTS 46 3.2.2 MODULATOR DRIVER DESIGN - CURRENT MODE DRIVER 47 3.2.3 MODULATOR DRIVER DESIGN - CURRENT MODE DRIVER 50 3.3 OPTICAL FRONT-END RECEIVER DESIGN 55 3.3.1 OPTICAL RECEIVER BACK END REQUIREMENTS 56 3.3.2 OPTICAL RECEIVER BACK END DESIGN – TIA 57 3.3.3 OPTICAL RECEIVER BACK END DESIGN – LA, DRIVER 63 3.3.4 OPTICAL RECEIVER BACK END DESIGN – CDR 66 3.4 MEASUREMENT AND SIMULATION RESULTS 70 3.4.1 MEASUREMENT AND SIMULATION ENVIRONMENTS 70 3.4.2 OPTICAL TX FRONT END MEASUREMENT AND SIMULATION 74 3.4.3 OPTICAL RX FRONT END MEASUREMENT AND SIMULATION 77 3.4.4 OPTICAL RX BACK END SIMULATION 79 3.4.5 OPTICAL-ELECTRICAL OVERALL MEASUREMENTS 80 3.4.6 DIE PHOTO AND LAYOUT 82 3.5 CONCLUSION 86 CHAPTER 4 ELECTRICAL FRONT-END SERIAL LINK DESIGN FOR 20GBPS MEMORY INTERFACE 87 4.1 INTRODUCTION 87 4.2 CONVENTIONAL ELECTRICAL FRONT-END HIGH SPEED SERIAL LINK ARCHITECTURES 90 4.3 DESIGN CONCEPT AND PROPOSED SERIAL LINK ARCHITECTURE – OPEN LOOP DELAY MATCHED STREAM LINED RECEIVER. 95 4.3.1 PROPOSED OVERALL ARCHITECTURE 95 4.3.2 DESIGN CONCEPT 97 4.3.3 PROPOSED PROTOCOL AND LOCKING PROCESS 100 4.4 OPTIMUM POINT SEARCH ALGORITHM BASED DCDL CONTROLLER DESIGN 102 4.5 DCDL (DIGITALLY CONTROLLED DELAY LINE) DESIGN 112 4.6 DFE (DECISION FEEDBACK EQUALIZER) AND OTHER BLOCKS DESIGN 115 4.7 SIMULATION RESULTS 117 4.8 POWER EXPECTATION AND CHIP LAYOUT 122 4.9 CONCLUSION 124 CHAPTER 5 CONCLUSION 126 BIBLIOGRAPHY 128Docto

    Video Processing Acceleration using Reconfigurable Logic and Graphics Processors

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    A vexing question is `which architecture will prevail as the core feature of the next state of the art video processing system?' This thesis examines the substitutive and collaborative use of the two alternatives of the reconfigurable logic and graphics processor architectures. A structured approach to executing architecture comparison is presented - this includes a proposed `Three Axes of Algorithm Characterisation' scheme and a formulation of perfor- mance drivers. The approach is an appealing platform for clearly defining the problem, assumptions and results of a comparison. In this work it is used to resolve the advanta- geous factors of the graphics processor and reconfigurable logic for video processing, and the conditions determining which one is superior. The comparison results prompt the exploration of the customisable options for the graphics processor architecture. To clearly define the architectural design space, the graphics processor is first identifed as part of a wider scope of homogeneous multi-processing element (HoMPE) architectures. A novel exploration tool is described which is suited to the investigation of the customisable op- tions of HoMPE architectures. The tool adopts a systematic exploration approach and a high-level parameterisable system model, and is used to explore pre- and post-fabrication customisable options for the graphics processor. A positive result of the exploration is the proposal of a reconfigurable engine for data access (REDA) to optimise graphics processor performance for video processing-specific memory access patterns. REDA demonstrates the viability of the use of reconfigurable logic as collaborative `glue logic' in the graphics processor architecture

    Architecting Energy Efficient Servers.

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    This dissertation investigates how energy efficient servers can be architected using current and future technology. We leverage recent trends in packaging and device technology to deliver low power and high throughput. Specifically at the package level, this dissertation looks at 3D stacking technology that has emerged as a promising solution in achieving energy efficiency by delivering high throughput at a low cost. It shows how one would leverage this new technology into a datacenter. 3D stacking technology can be used to implement a simple, low-power, high-performance chip multiprocessor suitable for throughput processing. Our proposed architecture leveraging this technology, PicoServer, employs 3D technology to bond one die containing several simple slow processing cores to multiple memory dies sufficient for a primary memory. The multiple memory dies are composed of DRAM. 3D stacking technology also enables wide low-latency buses between processors and memory. These remove the need for an L2 cache allowing its area to be re-allocated to additional simple cores. The additional cores allow the clock frequency to be lowered without impairing throughput. Lower clock frequency along with the integration of non-volatile memory in turn reduces power and means that thermal constraints, a concern with 3D stacking, are easily satisfied. The PicoServer architecture targets server applications,which exhibit a high degree of thread level parallelism. An architecture targeted to efficient throughput is ideal for this application domain. At the memory device level, this dissertation investigates how the system memory could be re-architected to reduce the rising power consumption of system memory and disk drives. Flash memory has emerged as a strong candidate to reduce system memory power while remaining cost effective than conventional system memory. This dissertation discusses how Flash could be integrated at the system level and provides insights on the architectural support for Flash in servers. Our architecture uses a two level disk cache composed of a relatively small DRAM, which includes a primary disk cache, and a Flash based secondary disk cache. Further, based on our observations, we found that the Flash based disk caches should be split into a read optimized disk cache and write optimized disk cache.Ph.D.Computer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/57602/2/tkgil_1.pd

    Hardware Accelerators for Animated Ray Tracing

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    Future graphics processors are likely to incorporate hardware accelerators for real-time ray tracing, in order to render increasingly complex lighting effects in interactive applications. However, ray tracing poses difficulties when drawing scenes with dynamic content, such as animated characters and objects. In dynamic scenes, the spatial datastructures used to accelerate ray tracing are invalidated on each animation frame, and need to be rapidly updated. Tree update is a complex subtask in its own right, and becomes highly expensive in complex scenes. Both ray tracing and tree update are highly memory-intensive tasks, and rendering systems are increasingly bandwidth-limited, so research on accelerator hardware has focused on architectural techniques to optimize away off-chip memory traffic. Dynamic scene support is further complicated by the recent introduction of compressed trees, which use low-precision numbers for storage and computation. Such compression reduces both the arithmetic and memory bandwidth cost of ray tracing, but adds to the complexity of tree update.This thesis proposes methods to cope with dynamic scenes in hardware-accelerated ray tracing, with focus on reducing traffic to external memory. Firstly, a hardware architecture is designed for linear bounding volume hierarchy construction, an algorithm which is a basic building block in most state-of-the-art software tree builders. The algorithm is rearranged into a streaming form which reduces traffic to one-third of software implementations of the same algorithm. Secondly, an algorithm is proposed for compressing bounding volume hierarchies in a streaming manner as they are output from a hardware builder, instead of performing compression as a postprocessing pass. As a result, with the proposed method, compression reduces the overall cost of tree update rather than increasing it. The last main contribution of this thesis is an evaluation of shallow bounding volume hierarchies, common in software ray tracing, for use in hardware pipelines. These are found to be more energy-efficient than binary hierarchies. The results in this thesis both confirm that dynamic scene support may become a bottleneck in real time ray tracing, and add to the state of the art on tree update in terms of energy-efficiency, as well as the complexity of scenes that can be handled in real time on resource-constrained platforms

    GSI Scientific Report 2009 [GSI Report 2010-1]

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    Displacement design response spectrum is an essential component for the currently-developing displacement-based seismic design and assessment procedures. This paper proposes a new and simple method for constructing displacement design response spectra on soft soil sites. The method takes into account modifications of the seismic waves by the soil layers, giving due considerations to factors such as the level of bedrock shaking, material non-linearity, seismic impedance contrast at the interface between soil and bedrock, and plasticity of the soil layers. The model is particularly suited to applications in regions with a paucity of recorded strong ground motion data, from which empirical models cannot be reliably developed

    GSI Scientific Report 2009 [GSI Report 2010-1]

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