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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NVIDIA and Addison-Wesley Release GPU Gems 3 Book
GPU Gems 3
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.
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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: 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: 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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