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.

Contribute
Have some GPGPU News to Contribute? Submit it!

Contact Us


Subscribe to a syndicated RSS feed of GPGPU.
Subscribe to a syndicated RSS feed of GPGPU.

Powered by Blosxom.

Hosted by ibiblio.org

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] #


Categories