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References

Foundational external resources on GPU microarchitecture and the domains Vortex implements. Design documents for Vortex's own subsystems live in designs/.

GPU architecture fundamentals

  • Aamodt, Fung, Rogers — General-Purpose Graphics Processor Architectures, Morgan & Claypool Synthesis Lectures, 2018. The standard textbook on GPGPU microarchitecture: SIMT pipelines, divergence, memory systems.
  • Lindholm, Nickolls, Oberman, Montrym — NVIDIA Tesla: A Unified Graphics and Computing Architecture, IEEE Micro, 2008. The paper that defined the modern unified-shader SM organization.
  • NVIDIA architecture whitepapers (Fermi, Kepler, Volta, Turing, Ampere, Hopper, Blackwell) — nvidia.com — the primary public source for SM counts, cache geometry, tensor core throughput, and scheduling changes per generation.
  • AMD RDNA / CDNA Instruction Set Architecture reference guides — gpuopen.com — the most complete public GPU ISA documentation, including scalar/vector split, wave32/wave64, and LDS design.
  • Jia, Maggioni, Staiger, Scarpazza — Dissecting the NVIDIA Volta GPU Architecture via Microbenchmarking, arXiv:1804.06826. Measured latencies/geometry of caches, register banks, and tensor cores.
  • Hennessy & Patterson — Computer Architecture: A Quantitative Approach, ch. 4 (data-level parallelism, GPUs) and the memory-hierarchy appendices.
  • GPGPU-Sim and Accel-Sim — cycle-level GPU simulators; their documentation and config files encode a detailed public model of NVIDIA-style SM microarchitecture. Vortex's Ampere baselines are produced with Accel-Sim.
  • Bakhoda, Yuan, Fung, Wong, Aamodt — Analyzing CUDA Workloads Using a Detailed GPU Simulator, ISPASS 2009. The GPGPU-Sim paper; still the reference for the SIMT-core + interconnect + memory-partition decomposition.

SIMT execution and control-flow divergence

  • Fung, Sham, Yuan, Aamodt — Dynamic Warp Formation and Scheduling for Efficient GPU Control Flow, MICRO 2007. Baseline immediate-post-dominator reconvergence stack (the mechanism behind Vortex's split/join) plus warp compaction.
  • ElTantawy & Aamodt — MIMD Synchronization on SIMT Architectures, MICRO 2016. Divergence deadlock and multi-path execution; motivates stackless/subgroup convergence schemes.
  • NVIDIA Volta whitepaper §"Independent Thread Scheduling" — per-thread PC + convergence optimizer, the production alternative to a hardware reconvergence stack.
  • Meng, Tarjan, Skadron — Dynamic Warp Subdivision for Integrated Branch and Memory Divergence Tolerance, ISCA 2010.

Memory coalescing and GPU memory systems

  • CUDA C++ Best Practices Guide, §memory optimizations — docs.nvidia.com — the canonical description of coalescing rules and their performance model.
  • Wong, Papadopoulou, Sadooghi-Alvandi, Moshovos — Demystifying GPU Microarchitecture through Microbenchmarking, ISPASS 2010. How to measure a GPU memory hierarchy from the outside.
  • Nugteren, van den Braak, Corporaal, Bal — A Detailed GPU Cache Model Based on Reuse Distance Theory, HPCA 2014.
  • Kroft — Lockup-Free Instruction Fetch/Prefetch Cache Organization, ISCA 1981. The original MSHR paper — the mechanism at the heart of Vortex's non-blocking cache banks.
  • Liptay — Structural Aspects of the System/360 Model 85, Part II: The Cache, IBM Systems Journal, 1968. The original sector cache; Seznec's Decoupled Sectored Caches (ISCA 1994) is the modern treatment behind sectored L2/L3 designs.

Tensor cores and matrix engines

  • NVIDIA PTX ISA reference, wmma/mma/wgmma sections — docs.nvidia.com — the public contract for fragment layouts and warp-group MMA semantics.
  • Markidis, Der Chien, Laure, Peng, Vetter — NVIDIA Tensor Core Programmability, Performance & Precision, IPDPSW 2018.
  • Raihan, Goli, Aamodt — Modeling Deep Learning Accelerator Enabled GPUs, ISPASS 2019. Reverse-engineered tensor-core execution model used by simulators.
  • Mishra et al. — Accelerating Sparse Deep Neural Networks, arXiv:2104.08378. NVIDIA's 2:4 structured sparsity scheme.
  • OCP Microscaling (MX) Formats Specification v1.0 — block-scaled fp8/fp6/fp4 formats (MXFP8 etc.).

Rasterization and the graphics pipeline

  • Pineda — A Parallel Algorithm for Polygon Rasterization, SIGGRAPH 1988. Edge functions — the basis of every modern hardware rasterizer, including Vortex's.
  • Molnar, Cox, Ellsworth, Fuchs — A Sorting Classification of Parallel Rendering, IEEE CG&A 1994. Sort-first/middle/last taxonomy for binning architectures.
  • Fabian Giesen — A Trip Through the Graphics Pipeline 2011 — fgiesen.wordpress.com — the best practical walkthrough of what real GPU fixed-function hardware does.
  • Akenine-Möller, Haines, Hoffman — Real-Time Rendering, 4th ed. — realtimerendering.com.

Texture sampling

  • Williams — Pyramidal Parametrics, SIGGRAPH 1983. Mipmapping.
  • Heckbert — Survey of Texture Mapping, IEEE CG&A 1986. Filtering, perspective-correct interpolation, LOD selection.
  • McCormack, Perry, Farkas, Jouppi — Feline: Fast Elliptical Lines for Anisotropic Texture Mapping, SIGGRAPH 1999.

Ray tracing

  • Aila & Laine — Understanding the Efficiency of Ray Traversal on GPUs, HPG 2009 (+ 2012 addendum). The canonical GPU BVH traversal kernels and the persistent-threads model; baseline for any hardware traversal unit.
  • Meister, Ogaki, Benthin, Doyle, Guthe, Bittner — A Survey on Bounding Volume Hierarchies for Ray Tracing, Eurographics 2021 STAR. BVH construction and traversal design space.
  • NVIDIA Turing architecture whitepaper — the public description of RT cores (BVH traversal + ray/triangle intersection as fixed function beside the SM).
  • Shirley et al. — Ray Tracing in One Weekend series — raytracing.github.io — the algorithms the hardware accelerates, in minimal code.
  • Khronos Vulkan Ray Tracing extension specifications (VK_KHR_acceleration_structure, VK_KHR_ray_tracing_pipeline, VK_KHR_ray_query) — the API contract Vortex's RTU serves.

APIs, ISAs, and compilation stacks