Beyond3D.com recently held a shader competition, the results of which are available here. Of interest to GPGPU readers is the runner up entry by Eyal Teler called “retro”, which implements the classic game “Frogger” entirely in pixel shaders. The game is designed to run on ATI GPUs. (Beyond3d.com Shader Competition.)
Frogger in Pixel Shaders
December 14th, 2003GlipKit: GL Image Processing Kit
December 8th, 2003GlipKit is a small library that provides a few hardware-accelerated implementations of computational stereo methods. The library currently provides disparity matchers (hierarchical & non-hierarchical, with optional back-matching) and a shape from stereo implementation based on a plane-sweeping approach. The library is currently biased toward ATI cards (due to the use of the ATI_fragment_shader OpenGL extension). (GlipKit hardware-accelerated image processing toolkit.)
Sh Embedded Metaprogramming Language
August 2nd, 2003Sh is a metaprogramming language for programmable GPUs, developed at the University of Waterloo. From the “About Sh” page: “A high-level language allows programming GPUs with familiar constructs and syntax, without worrying about the details of the hardware. Sh is such a high-level language. It offers the convenient syntax of C++ and takes the burden of register allocation and other low-level issues away from the programmer. This allows GPU programs to be written much quicker and makes porting such programs extremely simple.” Sh is an open-source project hosted on SourceForge http://libsh.sourceforge.net.
Course: Graphics Architecture (UC Davis)
April 2nd, 2003This Graphics Architecture course taught by John Owens at the University of California, Davis, includes content on traditional graphics architecture, as well as programmable shading, stream processing, and general purpose computation. (UC Davis EEC 289P, Graphics Architecture, Spring 2003.)
Demo: Cloth Simulation on the GPU
March 25th, 2003This demo by Simon Green of NVIDIA demonstrates Verlet cloth simulation implemented on the GPU using fragment programs and floating point buffers. It uses the GL_NV_pixel_data_range OpenGL extension to implement “render to vertex array” in order to render the cloth as a mesh. (Cloth Simulation Demo)
Course: Real-Time Graphics Architectures, Algorithms, and Programming Systems
March 24th, 2003This University of Texas seminar, taught by Bill Mark, covers recent developments in graphics architectures and programming systems, and explores related topics from general-purpose parallel computation. The seminar also examines the connection between the algorithms used for real-time graphics and the architectures that are chosen to support them. (CS 295t: Real-time Graphics Architectures, Algorithms, and Programming Systems)
Simulation and Animation Using Hardware Accelerated Procedural Textures
March 4th, 2003This tutorial was presented at the 2003 Game Developers Conference by Greg James (NVIDIA) and Mark Harris (UNC). Topics included real-time fluid dynamics, reaction-diffusion, and cellular automata running on GPUs. On the web page you will find talk slides, demos, source code, and links relating to simulation and animation on the GPU.
SIGGRAPH2002 Course: Interactive Geometric Computations with Graphics Hardware
November 19th, 2002This SIGGRAPH 2002 course, organized by Dinesh Manocha of UNC Chapel Hill, covered approaches to using graphics hardware for various geometric problems, including voronoi computation, proximity
queries, motion planning, and more.
Cal Tech CS101.3: “Hacking The GPU”
November 19th, 2002Peter Schröder taught a course in the fall of 2002 at the California Institute of Technology called Hacking The GPU. The subject matter of the course revolved around general purpose computation. Assignments included stable fluid simulation and mesh smoothing. The course notes page has some useful links.
DirectX Website
November 14th, 2002The MSDN DirectX page is a good starting point for DirectX documentation and tutorials.