LunarG has released a white paper for Vulkan GPU-Assisted Validation. GPU-Assisted Validation involves using the GPU to check for API usage errors at shader execution time. This new white paper explains the concept of GPU-assisted validation and how a developer can use it. Read the paper here.
Ventuz has released a white paper detailing why they are support glTF 2.0. With Ventuz release 6.1, they have implemented a glTF importer, and with 6.2 we have added full support of glTF animations. Why are we embracing the new file format? Download the whitepaper to find out! Free registration is required.
LunarG has updated its white paper that describes using spirv-opt to reduce SPIR-V size. New discussions include using spirv-opt to “legalize” SPIR-V when generated from HLSL; SPIR-V integration with the glslang and dxc frontends; description of new size reduction passes available in spirv-opt; and updates to the recommended recipe for those who wish to customize their optimization.
This white paper is a followup to the AMD FirePro webinar “OpenCL & the Future of Desktop High Performance Computing in CAD” (now on-demand). It is a worthwhile introduction to what OpenCL and general-purpose computing across both CPUs and GPUs. In addition to the technology, it discusses why use an open standards / non-proprietary approach and the rapid growth rate of OpenCL. Finally it describes some of the applications that will take immediate advantage of OpenCL including numerical computation and high-end visualization in CAD/CAM/CAE or real-time visualization/presentation, real-time video processing, and physics simulations in DCC/ Media & Entertainment.
A paper recently published by the Astronomical Society of Australia on how GPGPUs are dramatically changing the landscape of high performance computing in astronomy.This paper identifies and investigates several key decision areas, with a goal of simplifying the early adoption of GPGPU in astronomy. The merits of OpenCL are considered as an open standard in order to reduce risks associated with coding in a native, vendor-specific programming environment, and present a GPU programming philosophy based on using brute force solutions.