Introduction to Modern OpenGL is an introductory course which offers an overview of the complete OpenGL pipeline, introducing all the latest shader stages. Other topics introduced are the shader-based pipeline, and a summary of key graphics concepts: the synthetic-camera model, transformations, viewing, and lighting. The instructors are Edward Angel, University of New Mexico and Dave Shreiner from ARM. Dave Shriener is co-author of the OpenGL® Programming Guide
Kishonti released GLBenchmark 2.5 Beta 3, a cross-platform graphics benchmark for OpenGL ES compliant mobile devices and embedded environments. Kishonti also makes CLBenchmark, a tool for comparing the computational performance of different platforms offering an unbiased way of testing and comparing the performance of implementations of OpenCL 1.1.
HiSilicon and ARM announced that HiSilicon has licensed a range of ARM Mali Graphics Processing Units (GPUs) including the market leading Mali-400 MP GPU and the latest high-performance Mali-T658 GPU. The new licenses will increase the scalability of the GPU performance points that HiSilicon will be able to offer manufacturers of mobile, consumer and home devices. HiSilicon has also licensed the latest ARM Cortex processor technology for use in next generation devices.
Sketchfab went live recently with new technology making it easy to publish interactive 3D content online. The free service does not require any third-party application installed on either the client side or the server. All Sketchfab needs is for the end-user to be running a WebGL compatible browser.
Imagination was showing off GPU compute on a cell phone chip at GDC, physics in your pocket. That demo was pretty simple, take a Pandaboard with a TI OMAP 4430, a dual-core ARM A9 CPU and an Imagination SGX540 GPU, and run a cloth simulation on it. Not only could the OpenCL version exploit the GPU to do more balls and sheets than the CPU version, but it saved power while doing so. How much? On one CPU, the simulation took about .68A@5V to run at 14FPS with 100% CPU load. With two A9 cores loaded, the Pandaboard pulled .84A and ran at 24FPS. In OpenCL, CPU load dropped to less than 30%, FPS jumped to 42, and power draw went down to .60A. More than 10% less energy used, 3x the frame rate, and you could run more simulations on the same box if you wanted. Not bad at all.
Marketing Manager for Intel HD Graphics demos several examples of how the Intel SDK for OpenCL Applications 2012 supports 3rd generation Intel Core processors on both Intel Processors and HD graphics 4000/2500 for accelerated video processing.
This book contains the most important and essential information required for designing correct and efficient OpenCL programs. Some details have been omitted but can be found in the provided references. The authors assume that readers are familiar with basic concepts of parallel computation, have some programming experience with C or C++ and have a fundamental understanding of computer architecture. In the book, all terms, definitions and function signatures have been copied from official API documents available on the page of the OpenCL standards creators.
The book starts with the basics of parallelization, covers the main concepts, grammar, and setting up a development environment for OpenCL, concluding with source-code walkthroughs of the FFT and Mersenne Twister algorithms written in OpenCL. The revised edition includes a summary of changes made in OpenCL Specification 1.2, reference functions corresponding to 1.2, and updated excursion environments. It is highly recommended for those wishing to get started on programming in OpenCL.
Everything you need to know about developing hardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics. This book teaches you how to use WebGL to create stunning cross-platform apps. The book features several detailed examples that show you how to develop 3D graphics with WebGL, including explanations of code snippets that help you understand the why behind the how.