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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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OpenCL Tutorial - setting up and the basics

This tutorial shows basics of setting up OpenCL with a pre-made initializer OpenCLTemplate and covers from very basic vector-sum topics to a real-life OpenCL sample application. This tutorial presents OpenCL C99 sample code.
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ATI FirePro V8800 brings ultra high end performance OpenCL & Eyefinity to workstation graphics

The new ATI FirePro V8800, the workstation equivalent to the Radeon HD 5870, provides 1600 stream processors for more than double the computational power of it's predecessor (V8750) - 2.6 Teraflops!, 2GB GDDR5 RAM, 4 Display Port outputs, Stereo3D, CrossFire Pro support, and Windows & Linux drivers. For this new FirePro line, AMD is strongly emphasizing support for OpenGL 4 and OpenCL open standards. Performance reviews are already out from HotHardware and most notably 3DProfessor. General consensus is: performance at a completely new level.
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AMD updates entire FirePro line to Evergreen GPUs - OpenGL 4, DX11, Eyefinity, OpenCL

AMD today introduced 4 new additions to its next-generation ATI FirePro family - the FirePro V7800, FirePro V5800, FirePro V4800, and FirePro V3800. Together with the the previously announced FirePro V880, AMD now offers professional graphic accelerators with OpenGL 4, OpenCL, DX11, Eyefinity multi-display support and as much as double the performance of previous models, at every price point.
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Case study on OpenCL low poly collision detection

The case study on OpenCL low poly collision detection is included in the online CMSoft OpenCL tutorials. Highly details descriptions and source code will lead you through an implementation of low polygon collision detection algorithm suitable for engineering assembly analyses. This case study uses OpenGL and Lab3D to display the 3D models.
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