GPGPU |
General-Purpose Computation Using Graphics Hardware
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IntroductionGPGPU 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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Glift: Generic, Efficient, Random-Access GPU Data Structures This paper presents Glift, an abstraction and generic template library
for defining complex, random-access graphics processor (GPU) data
structures. Like modern CPU data structure libraries, Glift enables
GPU programmers to separate algorithms from data structure
definitions; thereby greatly simplifying algorithmic development and
enabling reusable and interchangeable data structures. We characterize
a large body of previously published GPU data structures in terms of
our abstraction and present several new GPU data structures. The
structures, a stack, quadtree, and octree, are explained using simple
Glift concepts and implemented using reusable Glift components. We
also describe two applications of these structures not previously
demonstrated on GPUs: adaptive shadow maps and octree 3D paint.
Lastly, we show that our example Glift data structures perform
comparably to handwritten implementations while requiring only a
fraction of the programming effort. (Glift:
Generic, Efficient, Random-Access GPU Data Structures. Aaron E.
Lefohn, Joe Kniss, Robert Strzodka, Shubhabrata Sengupta, John D.
Owens. ACM Transactions on Graphics, 25(1), Jan. 2006.)
Posted: 09 Feb 2006 [GPGPU /High-Level Languages] # gDEBugger V2.3 Adds OpenGL Function Calls Statistics Information gDEBugger is an OpenGL debugger and profiler that traces application
activity on top of the OpenGL API and lets programmers see what is
happening within the graphics system to help find bugs and optimize
application performance. The new V2.3 introduces a Calls Statistics
view that allows viewing the number of times each OpenGL function
call was executed in the previous frame and its percentage of the total
functions execution count. This information helps programmers locate
redundant OpenGL function calls, state changes, etc. V2.3 also adds
support for GL_ARB_texture_rectangle and GL_NV_texture_rectangle
extensions. (http://www.gremedy.com)
Posted: 09 Feb 2006 [GPGPU /Tools] # Dynamic Particle Coupling for GPU-based Fluid Simulation This paper by Kolb and Cuntz from the computer graphics
group of the University of Siegen describes a 3D flow
simulation approach on the GPU. The flow simulation is
modeled using the so-called Smoothed Particle Hydrodynamics
approach. The presented technique combines the particle
simulation, presented by Kipfer et.al. and Kolb et.al. at
Graphics-Hardware 2004, with a grid based approach.
3D grids are used to store intermediate flow quantities
that are distributed by the particles in their neighborhood.
MRT is used to compute the contribution of a single
particle to four texture slices simultaneously. Blending
the individual contribution of all particles in 16bit
textures yields the final 3D force fields used for the
simulation of particle motion. (
Dynamic Particle Coupling for GPU-based Fluid Simulation)
Posted: 09 Feb 2006 [GPGPU /Scientific Computing/Dynamics Simulation] # |
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