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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NVIDIA and Addison-Wesley Release GPU Gems 3 Book

GPU Gems 3, the third volume of the best-selling GPU Gems series provides a snapshot of today's latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detection—particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects. This third volume is certain to appeal to not just the many fans of the first two, but a whole new group of programmers as well. (GPU Gems 3 Page at Addison-Wesley)

Posted: 10 Sep 2007 [GPGPU /Miscellaneous/Books] #

GPU Gems 2 Sample Chapter #2 Released

A second GPU Gems 2 sample chapter, Streaming Architectures and Technology Trends (Chapter 29), by John Owens is now available.  The first sample chapter Per-Pixel Displacement with Distance Functions (Chapter 8), was released last week.

Sign up to be notified when GPU Gems 2 is available.

Posted: 17 Feb 2005 [GPGPU /Miscellaneous/Books] #

GPU Gems 2 Sample Material Released

The upcoming GPU Gems 2 book is now in press and the first copies will be available at GDC 2005 in San Francisco. Several pieces of sample material from GPU Gems 2 have been released.  These include a Visual Table of Contents (shown at right, which will be inside the front cover), the foreword (by Tim Sweeney, Epic Games), the preface, and the contributor biographies.

A first sample chapter, Per-Pixel Displacement Mapping with Distance Functions, has also been released. (GPU Gems 2 Homepage.)

Posted: 09 Feb 2005 [GPGPU /Miscellaneous/Books] #

GPU Gems 2 Call For Participation

Following the success of GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics NVIDIA have decided to produce a second GPU Gems volume in order to showcase the best new ideas and techniques for the latest programmable GPUs. Tentatively titled GPU Gems II: Techniques for Graphics and Compute Intensive Programming, this book will be edited by Matt Pharr, software engineer at NVIDIA.

NVIDIA are looking for ideas from developers who are using GPUs in new ways to create stunning graphics and cutting-edge applications. Chapters should present techniques and ideas that are broadly useful to GPU programmers and can be integrated into their applications. GPU Gems II will have an increased focus on chapters exploring non-graphics applications of the computational capabilities of GPU hardware.

To participate, read the submission guidelines and send an e-mail to articlesubmissions@nvidia.com with your proposed chapter title as the subject line, and the required description in the e-mail body. The deadline for submissions is Monday, August 16, 2004.

Posted: 30 Jul 2004 [GPGPU /Miscellaneous/Books] #

GPU Gems Published

GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics was released last week at the Game Developers Conference 2004, and has been received very positively by the graphics community. GPU Gems was the bestselling book at the GDC bookstore, and is now available for purchase on several web sites, including Amazon.com, Barnes & Noble, and Addison-Welsey. (GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics. Randima Fernando, editor.)

buy from amazon Posted: 31 Mar 2004 [GPGPU /Miscellaneous/Books] #

GPU Gems Book Coming Soon

GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, published by Addison-Wesley, is a compilation of articles covering practical real-time graphics techniques. It focuses on the programmable graphics pipeline available in today's graphics processing units (GPUs) and highlights techniques needed by developers creating advanced visual effects. Several articles in the book deal with GPGPU-related topics. For more information, please visit the book's web site. GPU Gems will be available at GDC 2004.

Posted: 07 Feb 2004 [GPGPU /Miscellaneous/Books] #


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