EM Photonics, Inc., a leading provider of accelerated hardware technologies, released FastFDTD, a free 2D and 3D accelerated FDTD solver based on GPU technology. The FastFDTD toolkit contains all files and documentation necessary to accelerate FDTD computations using a simple input file format. The 2D and 3D solvers include a variety of sources and materials, and more are being added. When asked why EM Photonics was providing this toolkit for free, Eric Kelmelis, Vice President, said
We decided to release our GPU-based FDTD accelerator free of charge to demonstrate the power of application acceleration with alternative computational platforms. This solver shows a single graphics card running 20-30 times faster than an optimized software implementation. Our focus will remain on pushing the boundaries of this technology and accelerating other applications with commodity hardware devices such as graphics cards and FPGAs.
For more information, including specific feature sets, compatible graphics cards, and detailed license information, please visit the FastFDTD webpage at http://www.emphotonics.com/fastfdtd.html
At SIGGRAPH in Boston, Derek Gerstmann of ATI presented a sketch titled, “A Performance-Oriented Data Parallel Virtual Machine for GPGPU Applications.” The system exposes GPU functionality at a low-level (including the fragment processors’ native instruction set), giving the programmer direct control over program compilation and loading, GPU memory management, and GPU/CPU synchronization. A write-up is available at www.ati.com/developer. If you are interested in obtaining the system for evaluation, please contact email@example.com.
TyphoonLabs has released the OpenGL Shader Designer source code, in response to many requests, and in gratitude to the OpenGL community. The source code is released under the LGPL license and can be downloaded from http://www.typhoonlabs.com in the
downloads section. Linux binaries will be released later this month.
The Accelerator GPGPU programming system from Microsoft Research is now available for download. The system was mentioned previously here on gpgpu.org. A key purpose in releasing the software is to get feedback from the gpgpu community about the programming model and the API. Microsoft Research are also interested in building higher level libraries using the system.
(http://research.microsoft.com/downloads. Also see the Accelerator Project Wiki.)
A half-day GPGPU tutorial session was given by Dominik Göddeke and Robert Strzodka in conjunction with the ICCS 2006 conference in Reading, UK. After a comprehensive introduction to the GPU programming model with many examples,possibilities to increase performance and accuracy in GPGPU applications were presented. (Slides and tutorial code)
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.
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)