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Available at WhatIf.intel.com, this implementation delivers OpenCL 1.1 specification features optimized for Intel Core™ processors for developers desiring to explore CPU advantages found on many OpenCL workloads. Currently, Microsoft Windows 7 and Windows Vista operating systems are supported. Intel OpenCL SDK is a full implementation of the OpenCL 1.1 specification, including all API's and language features, and supports additional optional features and extensions such as: Out-of-order Execution model, Images support, Double precision floating point, OpenCL-OpenGL interoperability, and more. This SDK is not fully conformant yet.

This international meeting of experts provides a single forum for representatives of all standards bodies and the contributors to AR standards development processes to meet and discuss their activities and progress, and to advance new specifications more rapidly than is possible without face-to-face interactions. This meeting will be based on a mixture of submitted papers, invited talks and open format, group discussions. In order to inform discussions and to select speakers, participants are encouraged, but not required, to submit papers.

The Khronos Group did a great job in the last few years to once again prove that OpenGL is still in game and that it can become the ultimate graphics API of choice, if it is not that already. However, we must note that it is not quite yet true that OpenGL 4.1 is a superset of its competitor, DirectX 11. We still have some holes that still have to be filled and I think the ARB should not stop just there as there is much more potential in the current hardware architectures than that is currently exposed by any graphics API so establishing the future of OpenGL should start by going one step further than DX11. In this article I would like to present my vision of items of importance that should be included in the next revision of the specification and how I see the future of OpenGL.

AMD will be hosting a bunch of cool demo's at their booth (#3119). Demo's range from the latest 12-core AMD OpteronTM 6100 Series processor-based OEM servers to some new applications leveraging AMD graphics technology and OpenCL™.

ClanLib is a cross platform C++ toolkit library based around OpenGL. It's primary focus is on games (free or commerical thanks to a BSD style license). Image, Sprite and Font drawing are optimised to give high frame rates by drawing in batches, reducing OpenGL state changes. If OpenGL v2.0 or above is not available, the library seamlessly provides OpenGL v1.3 or a high performance software renderer. Supports multiple windows with a full GUI framework for use in 2D or 3D applications. This latest version contains new examples demonstrating the ease of creating custom shaders. In addition, a HDR test has been updated to demonstrate using OpenGL floating point textures.

After the success of the first seven entries to the ShaderX book series, of GPU Pro and the soon to be released GPU Pro 2, we are looking for authors for GPU Pro 3. The upcoming book will cover advanced rendering techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on General Purpose GPU Programming that will cover CUDA, DirectCompute and OpenCL examples. Proposals are due by March 17th, 2011. Contact details, an example proposal, writing guidelines and a FAQ can be downloaded from gpupro3.blogspot.com.

Researchers from the University of Warwick’s Performance Computing and Visualization Department and Oxford University’s eResearch Centre have put together a study: should we install a GPGPU-based system or a more traditional IMB Blue Gene-like supercomputer? The team’s research will present their work at the 1st International Workshop on Performance Modeling, Benchmarking and Simulation of High Performance Computing Systems at the SC10 conference in New Orleans. The Khronos Group will be at Booth # 1132 at SC10.

Currently there are several ways to feed data to the GPU no matter of what API we use and what type of application we develop. In case of OpenGL we have uniform buffers, texture buffers, texture images, etc. The same is true for OpenCL and other compute APIs that even provide more fine-grained memory management taking advantage of the local data store (LDS) available on today’s hardware. In this article I’ll present the memory access performance characteristics of AMD’s Evergreen-class GPUs focusing on what this all means from OpenGL point of view. While most of the data is about the HD5870, the general principles and relative performance characteristics are valid for other GPUs, including ones from other vendors.

CopperLicht is a JavaScript 3D engine for creating games and 3d applications in the webbrowser. It uses the WebGL canvas supported by modern browsers and is able to render hardware accelerated 3d graphics without any plugins. This update sees a few bug fixes as well as having its own name space defined in JS to avoid conflicts with other libraries, such as jQuery.

What would you have if you put over 7000 NVIDIA Tesla GPUs together? Chances are you would have the worlds fastest computer. Chinas National University of Defense Technology has put together 7,168 NVIDIA Tesla M2050 (Fermi) GPUs, 14,336 CPUs, 262TB of memory and 2PB of storage, giving them the worlds fastest super computer with a Linpack performance of 2.5 petaflops. Peak performance of the new Tianhe-1A super computer is 4.7 petaflops. Oh, did I mention it draws 4 Megawatts of power! The Tianhe-1A super computer means the Us has lost its top spot in the TOP500.