« on: November 27, 2009, 04:28:08 PM »
Lite version already available at BenchmarkHQ
Jacket GBENCH allows users to gauge the GPU performance of their computer relative to equivalent benchmarks obtained from a variety of other computers, including the CPU of the same computer. Benchmarks include six different tasks, common to the technical computing community:
1. LU: LU decomposition of 1024 x 1024 matrix
2. FFT: Fast Fourier Transform of a 2^20 x 1 vector
3. BLAS: Matrix multiplication of two 1024x1024 matrices
4. 3D Conv: Convolution of 64x64x64 array with 3x3x3 kernel
5. FOR/GFOR: Matrix-vector multiplication of 1024x1024x32 array
6. Equations: Solution of a system of 1024 equations
GBENCH is a practical application benchmark measured in real seconds and is not meant to be a scientific or theoretical benchmark measured in GFLOPs. Also note that for fairness, arithmetic precisions (e.g. double, single) have been matched on the CPU and GPU. Finally, the data sizes used in these computations are large enough to exploit data parallelism (e.g. no scalar arithmetic was attempted). This benchmark assumes a data parallel problem.
Note: GBENCH v1.0 was built using Jacket v1.2.1 and MATLAB R2009b. GBENCH requires CUDA 2.3 (driver and toolkit).
London, UK, 30th November 2009
SiSoftware releases its suite of OpenCL GPGPU (General Purpose Graphics Processor Unit) benchmarks as part of SiSoftware Sandra 2010, the latest version of our award-winning utility, which includes remote analysis, benchmarking and diagnostic features for PCs, servers, and networks.
Here a first trial to raycast perlin noise on the fly for achieving volumetric terrain rendering. In the demo, a 128^3 sized random volume data is used as a base for the scenes on the screenshots above.
CfP: GPU-CFD Minisymposium at ECCOMAS-CFD 2010
A fast two-dimensional floodplain inundation model
Cellular Level Agent Based Modelling on the Graphics Processing Unit
CheCUDA: A Checkpoint/restart Tool for CUDA Applications
GPULib v1.2.2 released
PyCUDA: GPU Run-Time Code Generation for High-Performance Computing
NVIDIA Tesla GPUs to Communicate Faster Over Mellanox InfiniBand Networks
CIGPU 2010 CALL FOR PAPERS
PGI CUDA Fortran Now Available from The Portland Group
Uncluttering Graph Layouts Using Anisotropic Diffusion and Mass Transport
OpenMM 1.0 beta Release
Monte Carlo Simulation of Photon Migration in 3D Turbid Media Accelerated by Graphics Processing Units
NVIDIA is pleased to announce the release of version 1.0 of the NVIDIA Performance Primitives (NPP) library.
Performance primitives are foundational building blocks for performing GPU accelerated processing. The initial set of functionality in the library focuses on functions for imaging and video processing and is widely applicable for developers in these areas. The NPP library is written to maximize flexibility, while maintaining high performance.
NPP can be easily integrated into existing applications and allows developers to take advantage of GPU acceleration without having to write code for the GPU.
The functions contained in this version span fundamental operations such as add, multiply and divide to advanced operations such as perspective warps, discrete cosine transformation, histogram and Canny filtering.
The library currently supports Linux 32/64, Windows 32/64 and Mac OS and is available at www.nvidia.com/npp.
Please note that the Linux version of this release has been tested on only CentOS 4.7 but is expected to run on other distros as well.
A short while ago I wrote about my work on DirectWrite usage in Firefox. Next to DirectWrite, Microsoft also published another new API with Windows 7 (and the Vista Platform Update), called Direct2D. Direct2D is designed as a replacement for GDI and functions as a vector graphics rendering engine, using GPU acceleration to give large performance boosts to transformations and blending operations.
With its new Unreal Development Kit, Epic Games is bringing game development to the masses by offering some powerful tools for free. Ars talked to Epic VP Mark Rein to discuss the new initiative and how aspiring developers can get the most out of it.
Last week (during SC09) the Coordinated Science Laboratory of the University of Illinois at Urbana-Champaign announced the GPU Computing Collaboration Network to foster collaboration among users of GPUs
Graphics core licensor Imagination Technologies Group plc (Kings Langley, England) is preparing compilers that will be able to assign tasks across both graphics and general-purpose processing units.
Fast photon migration simulations powered by GPU-based parallel computing
* Monte Carlo eXtreme, or MCX, is a Monte Carlo simulation software for photon migration in 3D turbid media. It uses Graphics Processing Units (GPU) based massively parallel computing techniques and is extremely fast compared to traditional CPU-based simulations. Using an nVidia 8800GT graphics card (14MP/114Cores), the acceleration is about 300x~400x with over 1700 parallel threads; this ratio can be as high as 700x on a high-end GTX 295 GPU (multiply by another 2x if both GPUs on GTX295 are used).
The MathWorks is working to provide features that will enable users to accelerate computations by taking advantage of GPUs (NVIDIA GPUs in the first release). We are looking for users who can help test these new capabilities and provide feedback.
Did you ever ask yourself how ATI drivers are made, and who makes them? Well, first of all, there are three teams that work on the same driver code at the same time! Why? Continue reading this interesting interview that we had opportunity to conduct with Terry Makedon, Catalyst drivers maker for AMD/ATI graphics cards, and you will found out.
glslDevil is a tool for debugging the OpenGL shader pipeline, supporting GLSL vertex and fragment programs plus the recent geometry shader extension. By transparently instrumenting the host application it allows for debugging GLSL shaders in arbitrary OpenGL programs without the need to recompile or even having the source code of the host program available. The debug data is directly retrieved from the hardware pipeline and can be used for visual debugging and program analysis.
ChangeLog version 1.1.4 (11/18/09):
* Fix: segfault on Ubuntu 9.04 and newer
* Fix: infinite loop in syntax highlighter on Qt 4.4 and newer
* Fix: range mapping when min == max
* Fix: varying out variables in fragment shaders
* Fix: display of integer variables
* Fix: Various other small bugfixes
* New: Improved logging support
Acropora is a 3D voxel-based procedural mesh synthesizer. Meshes are generated by polygonising iso-surfaces extracted from user-defined density functions. In other words, Acropora expolits voxel modelling to generate complex and interesting meshes.
Definitely try this win32 binary of the Mandelbulb program !!! It's still a prototype, but very cool already.
This program can display a camera flight and smooth morph of a 3D fractal through various powers p=1...10. The program uses the well-known z^p+c iterative formula. The difference to a 2D fractal (e.g. Mandelbrot) is that some extra transformations define the term "z^p" (raise z to the power p) in 3D space. Otherwise it is basically the 2D Mandelbrot formula with arbitrary powers chosen. Power 2 is actually pretty boring in 3D, but higher powers exhibit a lot of fractal patterns. Because of its shape in higher powers it was given the name Mandelbulb.
At PDC, Microsoft talked about what the next version of its browser will bring to the world. IE9 will contain a new emphasis on performance and graphics, and should make the browser far more competitive with its competitors.
The CryENGINE® 3 Educational License is available to educators wanting to ensure that their students gain experience with the state-of-the-art in game development and real-time 3D technology. For courses and research projects in game development, 3D graphics, simulation, architecture, animation, film and design, CryENGINE® 3 is the most up-to-date technology available and is now FREE.
CryENGINE® 3 Educational SDK is for internal, non-commercial use; and is available only to educational institutions. We do not license individual student or group projects. Course leaders will have access to all available CryENGINE® 3 support materials - and students can access a specialist educational community area of www.crymod.com, to share experiences, showcase projects and help each other achieve amazing results with the CryENGINE® 3.
The Educational SDK is designed to help educators bring students up to speed with cutting-edge production and development concepts in use in the real-time 3D industry; and to prepare the next generation of game developers and digital content creators.