Turing Complete【图灵完备steam游戏教你如何从0到1造一台cpu】-3.基础逻辑电路

从本章开始正式为游戏内容,本专栏可以替大家提供作者自己的解题思路,可供参考,创作不易,且看且珍惜!

原力觉醒

第一关,没啥好说的,直接连上就ok!
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与非门

连接方法如图,与非门的原则,看名字肯定是先相与,后取非,相与为有0则0,记住这个就够了,得到相与的结果后取非,完事!
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非门

与非门的两端均为同一个输入可实现非门的效果
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与门

输入信号经过与非门在接非门,其实就是把非去掉,如图
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或非门

两路信号取反接与非门,在接非门
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或门

两路信号取反连入与非门
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高电平

输入信号一路为原信号,一路取反,将两个输入相或,即可得到永久的高电平。

第二刻

难度的开始,很多种解法,先解中间两项,输入1和输入2不同时,输出取决输入1,因此需要一个非门来同步这两个信号,在根据输出逻辑将非门加在信号2上,在解两边,信号相同输出为0,而信号2加上非门正好和信号1逻辑电平不同,所以最后用与门输出,有0则0,而不同的信号一定会有0
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异或门

异或门:不同为1,相同为0,遵循这个原则,当两路信号不同的时候,必有一个为1,将他们相或则必输出1,两个信号相同时有两种情况,同为0和同为1,所以按照异或门的逻辑,相与取反并与相或的信号相与。
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三路或门

比较简单,将其中两路信号相或,在和剩下的相或
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三路与门

同样的原理,也比较简单
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同或门

异或门取反即为同或门
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至此,基础逻辑电路章节部分完成,整体难度不高,细细想还是可以想通的。

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TABLE OF CONTENTS Introduction to the NVIDIA Turing Architecture ....................................................................1 NVIDIA Turing Key Features.......................................................................................................... 3 New Streaming Multiprocessor (SM) ....................................................................................... 3 Turing Tensor Cores................................................................................................................. 4 Real-Time Ray Tracing Acceleration ......................................................................................... 4 New Shading Advancements.................................................................................................... 4 Mesh Shading...................................................................................................................... 4 Variable Rate Shading (VRS)................................................................................................ 5 Texture-Space Shading........................................................................................................ 5 Multi-View Rendering (MVR)............................................................................................... 5 Deep Learning Features for Graphics....................................................................................... 5 Deep Learning Features for Inference...................................................................................... 6 GDDR6 High-Performance Memory Subsystem....................................................................... 6 Second-Generation NVIDIA NVLink .......................................................................................... 6 USB-C and VirtualLink............................................................................................................... 6 Turing GPU Architecture In-Depth ........................................................................................7 Turing TU102 GPU........................................................................................................................ 7 Turing Streaming Multiprocessor (SM) Architecture.................................................................. 11 Turing Tensor Cores............................................................................................................... 15 Turing Optimized for Datacenter Applications........................................................................... 16 Turing Memory Architecture and Display Features.................................................................... 20 GDDR6 Memory Subsystem................................................................................................... 20 L2 Cache and ROPs................................................................................................................. 21 Turing Memory Compression................................................................................................. 22 Video and Display Engine ....................................................................................................... 22 USB-C and VirtualLink................................................................................................................. 24 NVLink Improves SLI ................................................................................................................... 24 Turing Ray Tracing Technology............................................................................................26 Turing RT Cores .......................................................................................................................... 31 NVIDIA NGX Technology .....................................................................................................34 NGX Software Architecture ........................................................................................................ 34 Deep Learning Super-Sampling (DLSS) ....................................................................................... 35 InPainting ................................................................................................................................... 38 AI Slow-Mo............................................................................................................................. 39 AI Super Rez........................................................................................................................... 39 NVIDIA Turing GPU Architecture WP-09183-001_v01 | iii Turing Advanced Shading Technologies ..............................................................................40 Mesh Shading............................................................................................................................. 40 Variable Rate Shading................................................................................................................. 43 Content Adaptive Shading...................................................................................................... 45 Motion Adaptive Shading....................................................................................................... 46 Foveated Rendering ............................................................................................................... 47 Texture Space Shading ............................................................................................................... 48 The Mechanics of TSS............................................................................................................. 49 Multi-View Rendering................................................................................................................. 51 Multi-View Rendering Use Cases............................................................................................ 52 Resource Management and Binding Model ............................................................................... 54 Turing Features Enhance Virtual Reality ..............................................................................55 Conclusion ..........................................................................................................................57 Appendix A Turing TU104 GPU ............................................................................................58 Appendix B Turing TU106 GPU ...........................................................................................63 Appendix C RTX-OPS Description ........................................................................................66 The Hybrid Rendering Model ..................................................................................................... 66 RTX-OPS Workload-based Metric Explained............................................................................... 67 Appendix D Ray Tracing Overview .......................................................................................69 Basic Ray Tracing Mechanics...................................................................................................... 70 Bounding Volume Hierarchy .................................................................................................. 71 Denoising Filtering...................................................................................................................... 73 NVIDIA Turing GPU Architecture WP-09183-001_v01 | iv LIST OF FIGURES Figure 1. Turing Reinvents Graphics............................................................................................ 2 Figure 2. Turing TU102 Full GPU with 72 SM Units ..................................................................... 8 Figure 3. NVIDIA Turing TU102 GPU.......................................................................................... 10 Figure 4. Turing TU102/TU104/TU106 Streaming Multiprocessor (SM).................................... 12 Figure 5. Concurrent Execution of Floating Point and Integer Instructions in the Turing SM.... 13 Figure 6. New Shared Memory Architecture............................................................................. 14 Figure 7. Turing Shading Performance Speedup versus Pascal on Many Different Workloads. 14 Figure 8. New Turing Tensor Cores Provide Multi-Precision for AI Inference............................ 16 Figure 9. Tesla T4 delivers up to 40X Higher Inference Performance........................................ 17 Figure 10. Tesla T4 Delivers More than 50X the Energy Efficiency of CPU-based Inferencing .... 18 Figure 11. Turing GDDR6 ............................................................................................................. 21 Figure 12. 50% Higher Effective Bandwidth ................................................................................ 22 Figure 13. Video Feature Enhancements..................................................................................... 23 Figure 14. NVLink Enables New SLI Display Topologies............................................................... 25 Figure 15. SOL MAN from NVIDIA SOL Ray Tracing Demo (See Demo) ....................................... 27 Figure 16. Hybrid Rendering Pipeline .......................................................................................... 28 Figure 17. Details of Ray Tracing and Rasterization Pipeline Stages............................................ 29 Figure 18. From Reflections Demo .............................................................................................. 30 Figure 19. Ray Tracing Pre Turing ................................................................................................ 32 Figure 20. Turing Ray Tracing with RT Cores................................................................................ 32 Figure 21. Turing Ray Tracing Performance................................................................................. 33 Figure 22. Turing with 4K DLSS is Twice the Performance of Pascal with 4K TAA....................... 35 Figure 23. DLSS 2X versus 64xSS image almost Indistinguishable................................................ 36 Figure 24. DLSS 2X Provides Significantly Better Temporal Stability and Image Clarity Than TAA ......................................................................................................... 37 Figure 25. NGX InPainting Examples, Missing Image Data Is Intelligently Replaced with Meaningful Image Information................................................................................... 38 Figure 26. AI Super Rez Provides Improved Image Clarity Over Other Filtering Methods.......... 39 Figure 27. Mesh Shading, Visually Rich Images ........................................................................... 40 Figure 28. Current Graphics Pipeline versus a Graphics Pipeline with Task and Mesh Shaders.. 41 Figure 29. Screenshot from the Asteroid Field Demo.................................................................. 42 Figure 30. An Asteroid at Low and High Levels of Detail (LOD) ................................................... 42 Figure 31. Dynamically Computed, Spherical Cutaway of a Koenigsegg Model, Viewed in NVIDIA Holodeck™..................................................................................... 43 Figure 32. Turing VRS Supported Shading Rates and Example Application to a Game Frame..... 44 Figure 33. Example of Content Adaptive Shading........................................................................ 46 NVIDIA Turing GPU Architecture WP-09183-001_v01 | v Figure 34. Perceived Blur Due to Object Motion Combined with Retinal and Display Persistence ..................................................................................................... 47 Figure 35. Traditional Rasterization and Shading Process........................................................... 49 Figure 36. Texture Space Shading Process................................................................................... 50 Figure 37. Texture Space Shading for Stereo............................................................................... 51 Figure 38. 200° FOV HMD Where Two Canted Panels are Used and Benefit from MVR............. 53 Figure 39Figure 37 MVR Single Pass Cascaded Shadow Map Rendering .................................... 54 Figure 40. Turing Features for VR................................................................................................ 56 Figure 41. Turing TU104 Full Chip Diagram ................................................................................. 59 Figure 42. Turing TU106 Full Chip Diagram ................................................................................. 64 Figure 43. Workload Distribution Over One Turing Frame Time ................................................. 66 Figure 44. Peak Operations of Each Type Base for GTX 2080 Ti .................................................. 68 Figure 45. Basic Ray Tracing Process ........................................................................................... 70 Figure 46. Abstraction of Tree Traversal and a Ray Intersecting Different Levels of Bounding Boxes.......................................................................................................... 72 Figure 47. Shadow Map Percentage Closer Filtering (PCF) versus Ray Tracing with Denoising... 74 Figure 48. Shadow Mapping Compared to Ray Traced Shadows that use 1 Sample Per Pixel and Denoising............................................................................................... 74 Figure 49. Screen-Space Ambient Occlusion Compared to Ray-Traced Ambient Occlusion........ 75 Figure 50. RTX Ray Tracing........................................................................................................... 76 Figure 51. Scene from Battlefield V with RTX On and Off............................................................ 77 Figure 52. Scene #2 from Battlefield V with RTX On and Off....................................................... 78 Figure 53. Shadow of the Tomb Raider with RTX ON .................................................................. 79 NVIDIA Turing GPU Architecture WP-09183-001_v01 | vi LIST OF TABLES Table 1. Comparison of NVIDIA Pascal GP102 and Turing TU102 .................................... 8 Table 2. Enhanced Video Engine, Tesla P4 versus Tesla T4............................................ 19 Table 3. DisplayPort Support in Turing GPUs .................................................................. 23 Table 4. Comparison of NVIDIA Pascal GP104 and Turing TU104 GPUs........................ 60 Table 5. Comparison of the Pascal Tesla P4 and the Turing Tesla T4 ........................... 61 Table 6. Comparison of NVIDIA Pascal GP104 to Turing TU106 GPUs........................... 64

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