GPGPU
General-Purpose Computation Using Graphics Hardware

Introduction

GPGPU stands for General-Purpose computation on GPUs. With the increasing programmability of commodity graphics processing units (GPUs), these chips are capable of performing more than the specific graphics computations for which they were designed. They are now capable coprocessors, and their high speed makes them useful for a variety of applications. The goal of this page is to catalog the current and historical use of GPUs for general-purpose computation.

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"The GeForce 6 Series GPU Architecture" GPU Gems 2 Chapter Released

Excerpted from GPU Gems 2, "The GeForce 6 Series GPU Architecture" (Chapter 30) describes the architecture of the GeForce 6 Series family of GPUs, including details on the overall system architecture, vertex processor, fragment processor, and various other features. (Emmett Kilgariff and Randima Fernando. "The GeForce 6 Series GPU Architecture", in GPU Gems 2, Addison-Wesley 2005.)

Posted: 21 Mar 2005 [GPGPU /GPUs] #

gDEBugger V1.3 Adds Performance Profiling Features

gDEBugger, an OpenGL API debugger, traces application activity on top of the OpenGL API, letting programmers see what is happening within the graphic system implementation. The new V1.3 is capable of independently enabling and disabling graphics pipeline stages to pinpoint the location of graphics performance bottlenecks. These new gDebugger features include: Ignore all OpenGL Draw Commands; Force Single-Pixel View Port; and Force 2x2 Stub Textures. By observing application performance using the heads-up FPS display when turning off individual stages, programmers can determine the exact location of bottlenecks. (www.gremedy.com)

Posted: 21 Mar 2005 [GPGPU /Tools] #

Ne@tware Player 2005 for Video Post-Processing and Effects

Ne@tware Player 2005 is a shader player. It supports video over a model with real-time visual special effects using programmable HLSL shaders. Its multithreaded media engine supports media mixing, media codecs, and Shader Model 3.0. Developers can also design and test their own HLSL shaders and FX effects in Ne@tware Player 2005.

Posted: 21 Mar 2005 [GPGPU /Image And Volume Processing] #

A Lighting Model for General Participating Media

Efficient and visually compelling reproduction of effects due to multiple scattering in participating media remains one of the most difficult tasks in computer graphics. Although several fast techniques were recently developed, most of them work only for special types of media (for example, uniform or sufficiently dense) or require extensive precomputation. In this paper we present a lighting model for the general case of inhomogeneous medium and demonstrate its implementation on programmable graphics hardware. It is capable of producing high quality imagery at interactive frame rates with only mild assumptions about medium scattering properties and a moderate amount of simple precomputation. (A Lighting Model for General Participating Media Kyle Hegeman, Michael Ashikhmin and Simon Premoze. Accepted for publication. Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, April 2005.)

Posted: 21 Mar 2005 [GPGPU /Advanced Rendering] #


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