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Imagination Technologies announces POWERVR SGX545 graphics IP core with OpenGL 3.2 and OpenCL 1.0

Imagination Technologies announces the POWERVR SGX545. SGX545 will support OpenGL ES 2.x and OpenGL 3.2 to deliver class leading 3D graphics performance as well as support OpenCL 1.0 full profile capability which will enable mobile and embedded applications to take maximum advantage of the capabilities offered by these GPU APIs for both 3D graphics and general purpose applications.
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ATI Stream OpenCL Technical Overview Video Series

AMD Developer Centeral has posted the ATI Stream OpenCL Technical Overview Video Series. The series of 5 videos provides ATI Stream developers an overview of the OpenCL API and OpenCL C programming language.

Here is a summary of the videos by AMD's Justin Hensley:

  • Video 1: What is OpenCL? (7:44)
  • Video 2: What is OpenCL? (continued) (6:37)
  • Video 3: Resource Setup (11:06)
  • Video 4: Kernel Execution (13:00)
  • Video 5: Programming with OpenCL C (17:59)

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OpenCL course during the 2010 iVEC/WASP summer school programme

The Western Australian Supercomputer Program (WASP) in conjunction with iVEC and the University of Western Australia is currently running an OpenCL course during the 2010 iVEC/WASP summer school programme. The course will concentrate on teaching students the fundamentals of OpenCL with a goal towards helping students gain a fundamental understanding of OpenCL as a technology framework for enabling heterogenous parallel processing. Online slides sets are available as the course unfolds.
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OpenCL – First tremors of an industry revolution

Jarkko Kemppainen of Symbio has written a wonderful article outlining how OpenCL came about. From Moore to Amdahl, cryptanalysis to extra terrestrial, the history of utilizing the the GPU to compute is covered.
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AMD Open Physics Initiative Expands Ecosystem with Free DMM for Game Production on OpenCL

AMD announced with partners Pixelux Entertainment and Bullet Physics, it has added significant support to the Open Physics ecosystem by providing game developers with access to the newest version of the Pixelux Digital Molecular Matter (DMM), a breakthrough in physics simulation. In addition, to enabling a superior development experience and helping to reduce time to market, Pixelux has tightly integrated its technology, DMM, with Bullet Physics, allowing developers to integrate physics simulation into game titles that run on both OpenCL- and DirectCompute-capable platforms. And both DMM and Bullet work with Trinigy’s Vision Engine to create and visualize physics offerings in-game.
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Graphic Remedy launches gDEBugger CL at GDC 2010

Graphic Remedy, a leading provider of advanced solutions for 3D graphics developers, launched gDEBugger CL at Game Developer Conference 2010. gDEBugger CL allows OpenCL™-based application developers to deliver complex parallel computing applications and significantly improve application performance. gDEBugger CL offers advanced debugging, profiling and memory analysis capabilities that reduce development time, accelerate time to market, help deploy the application on multiple platforms and boost application parallel computing performance. gDEBugger CL supports OpenGL-OpenCL interoperability and works together with gDEBugger GL to display, in a single GUI system, both OpenGL's and OpenCL's debugging and profiling data.
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Khronos Unleashes Cutting-Edge, Cross-Platform Graphics Acceleration with OpenGL 4.0

The Khronos Group announced the release of the OpenGL® 4.0 specification. This is a significant update to the most widely adopted 2D and 3D graphics API, and includes the GLSL 4.00 update to the OpenGL Shading language allowing developers to access the latest generation of GPU acceleration. OpenGL 4.0 further improves the close interoperability with OpenCL™ for accelerating computationally intensive visual applications. Among the new features: two new shader stages that enable the GPU to offload geometry tessellation from the CPU; per-sample fragment shaders and programmable fragment shader input positions; drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention; shader subroutines for significantly increased programming flexibility; 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality. Khronos has also released an OpenGL 3.3 specification, together with a set of ARB extensions, to enable as much OpenGL 4.0 functionality as possible on previous generation GPU hardware.
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OpenCL Is Ready For The Heavy Lifting

Linux Magazine discusses how OpenCL fits in with todays High Performance Computing (HPC), and why you might want to use it over other APIs.
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OpenCL primer and optimization article in Game Programming Gems 8

Game Programming Gems 8 contains an OpenCL primer and optimization article. The articles, called Using Heterogeneous Parallel Architectures with OpenCL, was co-authored by Udeepta Bordoloi, Benedict R. Gaster, and Marc Romankewicz from AMD.
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NVIDIA CUDA 3.0 and OpenCL SDKs with Fermi Support Available

NVIDIA has released a new version of its GPU Computing SDK. This version supports Fermi architecture and will allow GPU computing developers to prepare their code for Fermi-based graphics cards. GPU Computing SDK is made up of CUDA 3.0 Toolkit as well as the OpenCL SDK. The official NVIDIA page is here.
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