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.
NVIDIA is proud to announce the immediate availability of OpenGL 4 drivers for Linux as well as OpenGL 4 WHQL-certified drivers for Windows. Additionally, support for eight new extensions is provided:
- ARB_texture_compression_bptc – provides new texture compression formats for both fixed-point and high dynamic range floating-point texels.
- EXT_shader_image_load_store - allows GLSL- and assembly-based shaders to load from, store to, and perform atomic read-modify-write operations to texture images.
- EXT_vertex_attrib_64bit - provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs.
- NV_vertex_attrib_integer_64bit - provides support for specifying vertex attributes with 64-bit integer components, analogous to the 64-bit floating point support added in EXT_vertex_attrib_64bit.
- NV_gpu_program5 - provides assembly programmability support for new hardware features provided by NVIDIA’s OpenGL 4.0-capable hardware in vertex, fragment, and geometry programs.
- NV_tesssellation_program5 - provides assembly programmability support for tessellation control and evaluation programs.
- NV_gpu_shader5 - provides a superset of the features provided in ARB_gpu_shader5 and GLSL 4.00. This includes support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector integer data types, and more. Additionally, it allows patches (as used in tessellation) to be passed on to the geometry shader, used as input to transform feedback, and rasterized as a set of control points.
- NV_shader_buffer_store – extends the bindless graphics capabilities of the NV_shader_buffer_load extension. This extension provides the ability to store to buffer object memory, and to perform atomic read-modify-write operations, using either GLSL- or assembly-based shaders.
The official feedback thread is available in the OpenGL Discussion Forums. The drivers and extension documentation can be downloaded from http://developer.nvidia.com/object/opengl_driver.html
Khronos has released the OpenCL 1.0 man page XML sources. The XML source has been released under the Khronos Free Use License (BSD-like) so people can modify, repackage, redistribute etc.
The Khronos developer library has been updated with a new Khronos Group Overview, and new photos from recent Khronos events. The Developer Library contains Khronos lecture series presentations, whitepapers, and supporting materials and is updated on a regular basis.
Fixstars Corporation announced the release of their OpenCL Programming Book which is available on Amazon Kindle, Apple iPad and Fixstars' website. More information on the OpenCL book is available on the Fixstars website.
Skew Matrix Software LLC is pleased to announce OpenSceneGraph v2.8.3, a new release of the leading cross-platform, open source, OpenGL-based scene graph SDK. The 2.8.3 release includes support for Mac OS X 10.6 (Snow Leopard), 3DS file export capability, integrated support for the FFmpeg project and Autodesk FBX technology, and many other new features and enhancements. For more information, visit our website.
Digital Media Professionals Inc. announced that they have licensed the SMAPH-F, the latest OpenVG1.1 compliant graphics IP core to Renesas Electronics Corporation, for use in its next-generation system-on-chip (SoC) for consumer applications. The full press release is available in English and Japanese.
The Open Toolkit is an advanced, open-source C# OpenGL/OpenAL/OpenCL wrapper. It is fast, easy to use and is compatible with all .Net/Mono languages (C#, VB, C++, F#, Boo) and all major platforms (Windows, Mac OS X, Linux, BSD, Solaris, iPhone/iPad). This release introduces a NSIS-based installer for Windows, an improved build system and various documentation and stability fixes. Users of previous versions are strongly encouraged to upgrade. Downloads available here. With the 1.0 release imminent, the Open Toolkit is actively looking for packagers and maintainers for various platforms. If you are interested in creating a package for a specific platform please contact “the_fiddler” on http://sourceforge.net or create an issue report on http://www.opentk.com.
We invite you to submit a proposal for an innovative article to be included in a forthcoming book, Game Development Tools, which will be edited by Marwan Y. Ansari and published by A. K. Peters. We expect to publish the volume in time for GDC 2011. We are open to any tools articles that you feel would make a valuable contribution to this book. Some topics that would be of interest include:
- Content Pipeline tools (creation, streamlining, management)
- Graphics/Rendering tools
- Profiling tools
- COLLADA import/export/inspection
- Sound tools
- In-Game debugging tools
- Memory management & analysis
- Console tools (single and cross platform)
This list is not meant to be exclusive and other topics are welcome.