AMD has posted a case study on OpenCL™ Optimization. The article discusses performance optimizations for AMD GPUs and CPUs using as a case study a simple, yet widely used computationally intensive kernel: Diagonal Sparse Matrix Vector Multiplication.
After the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book, we are looking for authors for GPU Pro 2. The upcoming book will cover advanced rendering techniques that run on the DirectX and/or OpenGL run-time 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 mathematics used in graphics programming. Proposals are due by May 17th, 2010. Contact information, an example proposal, writing guidelines and a FAQ can be downloaded here.
GPU Computing, a term coined by Jon Peddie, like most things, was born out of necessity when it was discovered that a cheap PC with a decent graphics card could perform engineering structural analysis for much less money than a workstation. Jem Davies, the self proclaimed god father of technical talent in ARM, does a great job of outlining what the GPU can do today, and where it's going tomorrow with OpenCL, DirectCompute and Augmented Reality.
KitGuru recently interviewed the well known and highly respected AMD employee Terry Makedon. Covering ATI Stream SDK and OpenCL, among other things, Terry gives a peak into the direct AMD is going with these technologies.
Google announced that it has partly scrapped its own browser plug-in project called O3D. Although they will be throwing its full weight behind the 3D Web graphics technology called WebGL, O3D will live on. Google is rebuilding O3D as a library of pre-built software that others can use on top of a WebGL foundation.
Antix releases v1.0 of its free GDK to support publishers, developers and retail channels delivering networked, native games that consumers can copy and share across multiple screens irrespective of screen size, input device, OS, CPU and fields of use including mobile phones, TVs and STBs. The GDK includes the complete toolset required to enable developers to code and produce ATX-formatted games, define DRM rules, and test the games on a PC and presents standard industry APIs OpenKODE®, OpenGL® ES and integrates with Microsoft® Visual Studio®, Eclipse™, or the developer’s own tool chain.
EnergizeGL is the latest in a hand-full of WebGL frameworks that have recently arrived on the scene. EnergizeGL hides all the technical details of programming, enabling you to concentrate on your own project. Complete with lots of examples and demo's, EnergizeGL 0.7a is available for download today.
AMD announced the availability of the ATI Stream Software Development Kit (SDK) v2.1. AMD is showing their full support behind OpenCL with this update which includes support for : OpenCL / OpenGL® interoperability, OpenCL byte addressable stores, OpenCL images, OpenCL extension which support AMD media operations in OpenCL and device fission in OpenCL, along with a host of other additions. AMD also announced the launch of its own OpenCL Zone developer support website.
Lyncis Pack is a 3D simulation and visualization application that gives you a realistic and real-time presentation of what packaging models will look like at the point of sale. Lyncis Pack supports the COLLADA format as a way to import assets (such as packaging and product models, shelving, displays, etc) for real-time visualization. For other products that support COLLADA, check out the official COLLADA products directory.
Okino Computer Graphics announced that its long standing 3D DCC/Animation/Skinning and CAD/MCAD/Architectural conversion software PolyTrans-for-3ds-Max (for 3ds Max 2011 & 3ds Max Design 2011), and PolyTrans-for-Maya (for Maya 2011), are now fully qualified and shipping to customers. Self proclaimed the defacto standard for conversion between visualization packages, and with good reason. Included in the many conversion formats are our two favourite: COLLADA and OpenGL C Code.
GPCBenchMarkOCL is a General Purpose Computing benchmark that evaluates the performance of OpenCL enabled devices with a collection of algorithms and applications. GPC benchmark can evaluate and report on the number and frequency of computing units, architecture, memory bandwidth, on-chip cache and memory and synchronize penalty.