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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A (Revised) Survey of General-Purpose Computation on Graphics Hardware

With their upcoming publication in Computer Graphics Forum, Owens et al. have revised their 2005 comprehensive survey of the history and state of the art in GPGPU. It describes, summarizes and analyzes the latest research in mapping general-purpose computation to graphics hardware. The report begins with the technical motivations that underlie general-purpose computation on graphics processors (GPGPU) and describe the hardware and software developments that have led to the recent interest in this field. The authors describe the techniques used in mapping general-purpose computation to graphics hardware, and survey and categorize the latest developments in general-purpose application development on graphics hardware. (A Survey of General-Purpose Computation on Graphics Hardware. John D. Owens, David Luebke, Naga Govindaraju, Mark Harris, Jens Krüger, Aaron E. Lefohn, Timothy J. Purcell, in "Computer Graphics Forum", Volume 26, 2007. To appear.)

Posted: 13 Dec 2006 [GPGPU ] #

Brahma: Shader meta-programming framework for GPUs

Brahma is an open source shader meta-programming framework for the .NET platform that generates shader code from IL at runtime, enabling developers to write GPU code in C# (or any NET language). The library is primarily meant to handle GPU-based rendering and computational tasks, and eliminates a great deal of glue code that is often required in GPU programming. Since Brahma is a set of interfaces and base classes, it can be implemented for any combination of API and shading language. At this time there is a working shader generation path for Managed DirectX/HLSL. (http://brahma.ananthonline.net)

Posted: 13 Dec 2006 [GPGPU /High-Level Languages] #

GPUGI: Global Illumination Effects on the GPU

This tutorial explains how global illumination rendering methods can be implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of DirectX/OpenGL pipelines, but require global geometric or illumination information when shading a point. In addition to the theory and state of the art of these approaches, the tutorial goes into the details of a few algorithms, including mirror reflection, refraction, caustics, diffuse/glossy indirect illumination, precomputation-aided global illumination for surface and volumetric models, obscurances and tone mapping, also giving their GPU implementation in HLSL or Cg language. (Laszlo Szirmay-Kalos, Laszlo Scecsi, Mateu Sbert: GPUGI: Global Illumination Effects on the GPU. Eurographics 2006 Tutorial.)

Posted: 13 Dec 2006 [GPGPU /Advanced Rendering/Global Illumination] #


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