Digital Media professionals has announced that the DMP 3D Graphics IP "PICA200" has been adopted by Nintendo’s new portable game machine "Nintendo 3DS." The PICA200 chip is fully compliant with OpenGL ES 1.1.
The Khronos Group will be at SIGGRAPH 2010 this year in Los Angeles with their own booth. Visit Khronos at booth # 1201 and pickup a free laminated reference card for OpenCL and OpenGL as well as see some amazing demonstrations from Imagination Technologies, Rightware, HUONE, Vivante and DMP. As well, there will be a number of BOFs this year including the much anticipated OpenGL BOF, COLLADA, OpenCL, Mobile API and new this year, the WebGL BOF. Be sure not to miss out by registering for your spot today. Space is limited so please don't wait til the last minute. Complete details on all the events at SIGGRAPH that Khronos will be a part of are available online.
The Khronos™ Group today announced the ratification and public release of the OpenCL™ 1.1 specification, the latest version of the open, royalty-free standard for cross-platform, parallel programming of modern processors. OpenCL 1.1 adds significant functionality for enhanced parallel programming flexibility, functionality and performance including:
- New data types including 3-component vectors and additional image formats;
- Handling commands from multiple hosts and processing buffers across multiple devices;
- Operations on regions of a buffer including read, write and copy of 1D, 2D or 3D rectangular regions;
- Enhanced use of events to drive and control command execution;
- Additional OpenCL C built-in functions such as integer clamp, shuffle and asynchronous strided copies;
- Improved OpenGL interoperability through efficient sharing of images and buffers by linking OpenCL and OpenGL events.
Differential equations are crucial to all exact sciences, such as engineering, physics, chemistry and even economics. There packages use GPUs to compute solutions to problems such as solving linear systems and computing FFT. This work covers an easy-to-use ordinary differential equation system solver for scientific applications and games. Examples include calculating trajectories and collision of particles in game engines, electron-proton interactions, gravitational calculations, dynamic modeling of deformable bodies and many more.
The Vienna Computing Library (ViennaCL) is a scientific computing library written in C++ and based on OpenCL. It allows simple, high-level access to the vast computing ressources available on parallel architectures such as GPUs and is primarily focused on common linear algebra operations (BLAS level 1 and 2) and the solution of large systems of equations by means of iterative methods.
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.