Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)
Leap Motion: Touchless Hand Tracking Controller
Leap Motion
Touchless Hand Tracking
GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
OpenGL 4.3
Shader Storage Buffers
GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
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Uniform Buffers
Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines

Posts Tagged ‘cpu benchmark’


Kümmel Mandelbrot Benchmark

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/27 at 10:52

Categories: Benchmarks   Tags: , , , ,

The aim of this program is to explore the possibilities of modern 32bit CPU’s how to speed up (without any loss of precision or non-exact calculation) the traditional Mandelbrot algorithm including also full support for multiple cores. The Mandelbrot algorithm is implemented with double precision floating point numbers. You will find 3 different in the archive file:

  • KMB_V0.53H-32b-MT_FPU…..: only standard FPU code is used for calculation
  • KMB_V0.53H-32b-MT_SSE2….: SSE2 tuned version almost best for all CPU’s
  • KMB_V0.53H-32b-MT_SSE2_PM.: SSE2 tuned version especially for Intel Pentium M and Intel Core1 CPUs (it’s in fact KMB_V0.53G-32b-MT_SSE2 as Version H was slower)

Download Kümmel Mandelbrot Benchmark HERE.

Here are my scores on an old clock-stock Core2Duo 6600: