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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Graphics-based Acoustic Simulations Physically correct acoustic simulations for complex and dynamic environments remain a difficult and computationally extensive task. Graphics hardware is here used for the simulation of sound wave propagation. Two different methods have been implemented, of which one
uses ray tracing techniques, while the other is based on difference equations and waveguide meshes. Both techniques can efficiently be
implemented within a real-time environment by concentrating on the similarities for sound and light wave propagation, and by exploiting
the possibilities of using graphics hardware for non-graphics computations. Applications are discussed for real-time room acoustics,
virtual reality as well as for virtual HRIR measurements based on polygonal meshes.
(Ray Acoustics using Computer Graphics Technology. Niklas Röber, Ulrich Kaminski, and Maic Masuch. Proceedings of DAFx 2007.) (Waveguide-based Room Acoustics through Graphics Hardware. Niklas Röber, Martin Spindler, and Maic Masuch. Proceedings of ICMC 2006.) Posted: 05 Nov 2007 [GPGPU /Audio and Signal Processing] # Audio and the Graphics Processing Unit From the abstract: In recent years, the development of programmable graphics pipelines has placed the power of parallel computation in the hands of consumers. Systems developers are now paying attention to the general purpose computational ability of these graphics processor units, or GPUs, and are using them in novel ways. This paper examines using pixel shaders for executing audio algorithms. We compare GPU performance to CPU performance, discuss problems encountered, and suggest new directions for supporting the needs of the audio community. Source code is also available. (Audio and the Graphics Processing Unit", by Sean Whalen)
Posted: 16 May 2005 [GPGPU /Audio and Signal Processing] # Room Acoustics Computation on Graphics Hardware In this masters thesis by Marcin Jdrzejewski, ray tracing is implemented on the GPU to accelerate computation of sound paths between sound sources and receivers. Each ray averages 16-20 wall reflections, and those rays that intersect a sphere approximating the receiver are included in an echogram that is used in the auralization process. Typically 4096 rays are used, but the application can run in real time with up to 64K rays. A demo application, article and some movies can be downloaded from the following link. (Computation of room acoustics on a GPU.)
Posted: 06 Oct 2004 [GPGPU /Audio and Signal Processing] # BionicFX uses GPU as Powerful Audio Effect Processor From a press release at www.BionicFX.com: "BionicFX announces a revolutionary technology for music production that turns NVIDIA video cards into audio effects processors. Audio Video Exchange (AVEX) converts digital audio into graphics data, and then performs effect calculations using the 3D architecture of the GPU. The latest video cards from NVIDIA are capable of more than 40 gigaflops of processing power compared to less than 6 gigaflops on Intel and AMD CPUs. AVEX represents a major technological achievement that allows music hobbyists and professional artists to run studio quality audio effects at high sample rates on their desktop computer. (Press Release: "Revolutionary Programming and Innovation uses GPU as Powerful Audio Effect Processor")
Posted: 05 Sep 2004 [GPGPU /Audio and Signal Processing] # |
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