Although not specifically related to a Khronos API, I figured this a fun way to start the week. At walkingrandomly.com, the author gives a short summary of The Linpack benchmarks used to benchmark Super Computers, and how he benchmarked his Android phone. So, just how many times faster is the latest Android phone when compared to a 1979 1 CPU Cray computer? Check out the article for the answer.
Learn and share ideas at the Brisbane GPU Users group. Founded to bring together GPU users from all fields and experience levels from southeast Queensland. Topics of discussion include general GPU computing, GPGPU, CUDA, OpenCL, OpenGL, DirectCompute, DirectX and related technologies. The next meetup is tentatively scheduled for June 23rd at GP Library (V Block) Room V714 Queensland University of Technology, from 6pm - 9pm.
JogAmp will be at SIGGRAPH 2010 with their own BOF Session "3D & Multimedia Across Platforms and Devices Using JOGL." This BOF session, on Tuesday, 27 July from 4:00pm to 6:00pm, will discuss the features, contributions, and future of OpenGL, OpenCL, and OpenMax across devices and OS exposed on top of Java using the JogAmp open-source libraries.
Using OpenCL to manipulate OpenGL objects has important advantages: the GPU is usually faster and data transfer from Host memory to Device memory is kept to a minimum. CMSoft OpenCL/GL interop tutorial shows detailed implementation of circular wave interference simulation using CL/GL interop, including commented source code available for download.
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.
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.
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.
Ever wonder what the difference between CUDA and OpenCL is? Streamcomputing has done a good job in clarifying the differences between CUDA and OpenCL. The article covers speed, language, heterogenous vs. homogenous and some of the terminology.
NVIDIA is looking for submissions from industry and academia. The submission should be about your work using the GPU for computing or graphics, and can be completed or currently in progress. The deadline is June 1st 2010. Complete details can be found on the NVIDIA website.