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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Ph.D. Dissertation: Glift Generic GPU Data Structures, by Aaron Lefohn
This Ph.D.
dissertation by Aaron Lefohn at the
University of California,
Davis describes the Glift GPU data structure abstraction and its
application to both GPU-based data-parallel and interactive rendering
algorithms. The applications include octree 3D painting, adaptive
shadow maps, resolution matched shadow maps, heat-diffusion
depth-of-field, and a GPU-based direct solver for tridiagonal linear
systems. While much of this work has been posted previously, this
dissertation contains a more in-depth discussion of the Glift data
structure library and introduces several GPGPU and rendering
algorithms that are not yet published. This dissertation demonstrates
that a data structure abstraction for GPUs can simplify the
description of new and existing data structures, stimulate development
of complex GPU algorithms, and perform equivalently to hand-coded
implementations. The dissertation also presents a case that future
interactive rendering solutions will be an inseparable mix of
general-purpose, data-parallel algorithms and traditional graphics
programming. (Aaron
Lefohn, "Glift:
Generic Data Structures for Graphics Hardware," Ph.D.
dissertation, Computer Science Department, University of California
Davis, September 2006.)
Posted: 18 Jan 2007 [GPGPU /Data Parallel Algorithms] # Interactive Depth of Field Using Simulated Diffusion on a GPU This Pixar Animation Studios Technical
Report by Kass, Lefohn, and Owens describes a GPU-based
data-parallel direct tridiagonal linear solver. To the authors' knowledge, this
is the first reported direct, linear-time tridiagonal GPU solver. The solver is
used to implement a new heat-diffusion-based depth-of-field preview algorithm;
and the paper describes solving thousands of tridiagonal systems, each with
hundreds of elements, on the GPU at interactive rendering rates. The
alternating direction implicit solution gives rise to separable spatially
varying recursive (infinite-impulse response, IIR) filters that can compute
large-kernel convolutions in constant time per pixel while respecting the
boundaries between in-focus and out-of-focus objects. Recursive filters have
traditionally been viewed as problematic for GPUs, but using the
well-established method of cyclic reduction of tridiagonal systems, we are able
to parallelize the computation and implement an efficient solution in terms of
GPGPU primitives. (Michael Kass, Aaron Lefohn, and John Owens. Interactive Depth of
Field Using Simulated Diffusion on the GPU, Technical Report #06-01, Pixar
Animation Studios, January 2006).
Posted: 18 Jan 2007 [GPGPU /Advanced Rendering] # GPGPU a Disruptive Technology for 2007 An article by David Strom in Information Week includes "Advanced Graphics Processing" in it's article
"5 Disruptive Technologies To Watch in 2007", and specifically mentions GPGPU and NVIDIA CUDA. "In some cases, the new graphics cards being developed by NVIDIA and ATI (now a part of AMD) will have a bigger impact on computational processing than the latest chips from Intel and AMD.", writes Strom.
Posted: 18 Jan 2007 [GPGPU /Press] # |
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