Graphic Remedy is proud to announce the release of gDEBugger Version 3.0. This new major version supports OpenGL V2.1 standards and contains ATI Hardware Performance Counters (Percentage Hardware busy, Transform Clip Lighting unit busy, etc.) integration. These counters are displayed in the Performance Graph and Performance Dashboard Views. V3.0 also adds the option for Floating Licenses with a dedicated License Server. The new version can be downloaded from http://www.gremedy.com/download.php.
PeakStream, Inc., a leading software application platform provider for the high performance computing (HPC) market, today unveiled the PeakStream Platform. Available immediately, the PeakStream Platform makes it possible to easily program new high performance processors such as multi-core CPUs, graphics processing units (GPUs) and Cell processors, converting them into radically powerful computing engines for exponentially increased application performance and decreased time-to-solution at reduced cost. The company also announced the completion of equity financing totaling $17 million from Kleiner Perkins Caufield & Byers, Sequoia Capital and Foundation Capital. (www.peakstreaminc.com)
The OpenGL ARB and Graphic Remedy have crafted an Academic Program to make the full featured gDEBugger OpenGL debug toolkit available for use in your daily work and research – free of charge! gDEBugger is a powerful OpenGL and OpenGL ES debugger and profiler delivering one of the most intuitive OpenGL development toolkits available for graphics application developers. The ARB.Graphic Remedy Academic Program will run for one year during which time any OpenGL developer who is able to confirm they are in academia will receive an Academic gDEBugger License from Graphic Remedy at no cost. This license will be valid for one year and will include all gDEBugger software updates as they become available. Academic licensees may also optionally decide to purchase an annual support contract for the software at a reduced rate. For further information, visit:
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)
Universal employment of modern graphics hardware by the example of the optimization of a speech recognition systemMay 24th, 2006
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)