In this masters thesis by Christian Fenzl (accomplished at the University of Applied Sciences in Darmstadt), an easy to use framework is implemented with additional demos to show the main concepts of gpgpu. Furthermore, a demo implementation is included which calculates scores on feature vectors used in a speech recognition system (about 12 times faster than an equivalent cpu implementation). An application with several demos using the framework including the fully documented source code (English) and the paper itself (German) is available. The framework code is recommended especially for gpgpu beginners to look into the OpenGL and DirectX code which shows how gpgpu programs can be developed.
Universal employment of modern graphics hardware by the example of the optimization of a speech recognition systemMay 24th, 2006
gDEBugger is an OpenGL debugger and profiler that traces application activity on top of the OpenGL API and lets programmers see what is happening within the graphics system to help find bugs and optimize application performance. The new V2.3 introduces a Calls Statistics view that allows viewing the number of times each OpenGL function call was executed in the previous frame and its percentage of the total functions execution count. This information helps programmers locate redundant OpenGL function calls, state changes, etc. V2.3 also adds support for GL_ARB_texture_rectangle and GL_NV_texture_rectangle extensions. (http://www.gremedy.com)
gDEBugger, an OpenGL debugger and profiler, traces application activity on top of the OpenGL API, letting programmers see what is happening within the graphics system implementation to find bugs and optimize application performance. The new V2.2 introduces a shader “Edit and Continue” ability which allows you to edit, save and compile shader source code, link and validate programs “on the fly”. This feature saves developer time required for rebuilding and re-running the debugged application. This version also adds support for 8 additional OpenGL extensions. (http://www.gremedy.com)
The code from the paper “LU-GPU: Algorithms for Dense Linear Systems on Graphics Hardware” has been released. The API is based on LAPACK and should be easy for anyone to use. (LUGPULIB)
Sh Version 0.8.0rc0, the first release candidate for the upcoming Sh 0.8, is now available. There are plenty of new features and bug fixes, but most importantly this release has an API that completely matches the book Metaprogramming GPUs with Sh, which the 0.8.x series of releases will stick to. (http://libsh.org)
The quaternion Julia fractal is a complex and beautiful object, yet its parameter space is difficult to explore due to the high cost of visualization. Fortunately, rendering the Julia set by ray tracing or “sphere tracing” its surface is an algorithm well suited to the GPU: it has high arithmetic intensity and uses virtually no bandwidth. A GPU implementation (with source) of this algorithm that allows real-time interaction with the Julia set has been made available by Keenan Crane.
gDEBugger, an OpenGL debugger and profiler, traces application activity on top of the OpenGL API, letting programmers see what is happening within the graphics system implementation to find bugs and optimize application performance. This major version includes two new profiling views: Performance Graph View and Performance Dashboard View. These two views contain performance counter graphs of gDEBugger, Windows and vendor-specific graphics boards (NVIDIA and 3Dlabs), including: CPU/GPU idle, graphics memory consumption, vertex and fragment processor utilization, number of API function calls per frame, amount of loaded textures and texels, frames per second, and many others. Using the gDEBugger Performance Analysis toolbar together with the new Performance views enables you to easily pinpoint graphics pipeline performance bottlenecks. (http://www.gremedy.com)
The latest versions of Cycling ’74s MAX/MSP/Jitter software packages provide a visual programming environment for new media with applications in GPU based stream processing, real-time video processing, volume visualization, and generic n-dimensional data analysis and signal processing. Jitter supports cascaded GLSL/Cg/ARB/NV shader programs with a streamlined render-to-texture interface, allowing fast prototyping of complex shader effects to be processed in a generic data flow network. (Jitter v1.5 Upgrade Info. Cycling ’74.)
Once again this year ACM SIGGRAPH will feature a full-day course titled “GPGPU: General-Purpose Computing on Graphics Hardware”. The course, organized by Mark Harris of NVIDIA and David Luebke of the University of Virginia, will feature GPGPU experts from industry and academia. The course will discuss core computational building blocks such as sorting, searching, and linear algebra, using case studies ranging from adaptive shadow mapping to database queries and data mining. Particular focus will be given to tools, perils, and tricks of the trade in general-purpose GPU programming. The course has been updated from SIGGRAPH 2004, with all new case studies. (http://www.gpgpu.org/s2005)
gDEBugger, an OpenGL debugger and profiler, traces application activity on top of the OpenGL API letting programmers see what is happening within the graphic system implementation. The new V1.5 introduces a Shader Viewer that displays a list of shading programs and shaders existing in each render context. This viewer displays each shader’s source code and parameters. Also displayed is a list of each program’s attached shaders, active uniforms values and program parameters. In addition, this version supports multithreaded applications, displaying a list of the debugged process threads and thread current render contexts. The Call Stack View now displays the call stack of any chosen thread. (www.gremedy.com)