August 4th, 2004
July 19th, 2004
New versions of the NVIDIA SDK and FX Composer with Shader Model 3.0 support are now available. SDK 8.0 includes hundreds of all-new Shader Model 3.0 code samples and effects, including three new GPGPU code samples:
- GPGPU Fluid, a fast, realistic fluid simulation
- GPGPU Disease, a creepy dynamic “disease” effect based on chemical reaction-diffusion
- GPU Particles, a fast particle system that can simulate 1 million particles at 20 fps on GeForce 6800
Also included in the SDK is the GPU Gems chapter “Fast Fluid Dynamics Simulation on the GPU”. Links to these code samples have been added to the GPGPU developer page.
July 19th, 2004
At its World-Wide Developers Conference Apple introduced Core Image as a feature of its upcoming Tiger release. Core Image is a framework for image processing on the GPU using a modified stream processing paradigm. Core Image is an interesting computational framework for offloading some general-purpose computations on to the GPU. It appears to be the first commercial effort to offer a general image computing environment for GPUs. The library comes with 100 basic plugins, called “Image Units”, and can be extended by developers. The computing model is based on stream processing, where each kernel is expressed in a high-level language and computes a result image based on some number of input images. The kernels can be strung together in arbitrary image computation “graphs”, in a model similar to that described by Michael Shantzis in his 1994 paper A Model for Efficient and Flexible Image Computing. Registered Apple Developers (free registration) can access a pre-release version of Core Image.
June 25th, 2004
Jahshaka is an open-source, real-time editing, effects and image processing application that works in 3D space. The 1.9a8 release of jahshaka, available today, is supports GPU-accelerated image processing. The Jahshaka developers’ research in real-time image processing using the GPU is described in a white paper.
May 18th, 2004
ATI’s Ashli version 1.4.0 has been released and is available for download from: Ashli Home. Ashli is a toolkit intended to assist developers exploring programmable shading on GPUs. It supports a reasonable subset of OpenGL (GLSL), Microsoft’s DirectX (HLSL) and RenderMan shading languages. Ashli’s significant contribution is in hardware resource virtualization, segmenting a complex shader program into GPU realizable streams. The posted Ashli viewer application demonstrates the use of shader partitions in a multi-pass rendering context. Ashli outputs both metadata and code, orthogonal to any of the languages supported. Targets include OpenGL ARB_vertex_program and ARB_fragment_program, and DirectX 9.0 Vertex Shader and Pixel Shader versions 2.0 and 2.X API’s. Optionally, Ashli emits a unified Microsoft FX file format, embedding progressive techniques of state and code sections. (Ashli 1.4.0)
May 6th, 2004
TyphoonLabs has released version 1.3 of the OpenGL Shader Designer, an integrated development environment for GPU fragment and vertex shaders in GLSL (the OpenGL shading language). Key features include plugins for vertex attributes (tangents, binormals, etc.), textures (noise, volumes, etc.), real-time preview with multiple light sources, full syntax highlighting and “intellisense” for GLSL, and much more! (OpenGL Shader Designer 1.3)
May 6th, 2004
We are proud to announce an entirely new developer page here at GPGPU.org. On this page you will find a growing number of programming and GPGPU development resources. Content on the page will include tutorials, sample code, utilities, and more. Check back often for updates! In addition, most source code resources posted on the developer page will be made available as open source software hosted at our new SourceForge site, gpgpu.sourceforge.net. There you will be able to download the latest releases, and check out code from the CVS repository.
May 6th, 2004
ShaderTech.com is a new site that’s focused on real-time shader development, providing numerous resources such as articles, forums, books, tools, and more. Because there are now several very capable high-level shading languages in active use by developers, ShaderTech aims to support the entire GPU development community regardless of shader language.
May 6th, 2004
NVIDIA Corporation recently introduced its new GeForce 6800 GPU (codename NV40). Among the new features of this GPU are 64-bit floating point texture filtering and blending and support for the D3D vertex and pixel shader 3.0 standard, enabling full dynamic branching and looping in programmable shaders. The GeForce 6800 features 16 pixel pipelines. The improved pixel shader performance of the GeForce 6800 architecture should provide excellent performance for GPGPU applications. NVIDIA report that they have seen over a 3x speedup on a GPU-based Navier-Stokes fluid flow simulation (compared to an NVIDIA GeForce FX 5950).
March 31st, 2004
ATI Technologies recently introduced its new RADEON X800 line of graphics cards (codename R420). Among the new features of these cards are 3Dc, a new compression scheme for normal maps, and support for the D3D ps_2_b pixel shader specification. The ps_2_b shader model allows for pixel shaders up to 512 instructions long with 32 temporary registers. The RADEON X800 XT Platinum Edition features 16 pixel pipelines while the RADEON X800 PRO has 12 pixel pipelines. The improved pixel shader performance of the RADEON X800 architecture should provide excellent performance for GPGPU applications. ATI report they have seen up to a 2.5x speedup on an implementation of GPU-based fluid flow simulation (compared to an ATI RADEON 9800 XT).
GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics was released last week at the Game Developers Conference 2004, and has been received very positively by the graphics community. GPU Gems was the bestselling book at the GDC bookstore, and is now available for purchase on several web sites, including Amazon.com, Barnes & Noble, and Addison-Welsey. (GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics. Randima Fernando, editor.)