OpenCL Studio 1.0 beta released

April 5th, 2010

Geist Software Labs has released the first version of OpenCL Studio for beta testing. OpenCL Studio combines OpenCL and OpenGL into a single integrated development environment that allows you to visualize OpenCL computation using powerful 3D rendering techniques. The editor hides much of the complexity of the underlying APIs while still providing flexibility via the Lua scripting language. Integrated source code editors and debugging capabilities for OpenCL, GLSL, and Lua, as well as a toolbox of 2D user interface widgets provide a framework for a wide range of parallel programming solutions.

rCUDA 1.0 released

April 5th, 2010

The GAP (Universidad Politécnica de Valencia, Spain) and HPCA (Universidad Jaume I, Spain) research groups are proud to announce the public release of rCUDA 1.0. The rCUDA Framework enables the concurrent usage of CUDA-compatible devices remotely by employing the sockets API for communication between clients and servers. Thus, it can be useful in three different environments:

  • Clusters. To reduce the number of GPUs installed in High Performance Clusters. This leads to energy savings, as well as other related savings like acquisition costs, maintenance, space, cooling, etc.
  • Academia. In low performance networks, to offer access to a few high performance GPUs concurrently to all the students.
  • Virtual Machines. To enable the access to the CUDA facilities on the physical machine.

The current version of rCUDA (v1.0) implements all functions in the CUDA Runtime API version 2.3, excluding OpenGL and Direct3D interoperability. rCUDA 1.0 targets the Linux OS (for 32- and 64-bit architectures) on both client and server sides. The framework is free for any purpose under the terms and conditions of the GNU GPL/LGPL (where applicable) licenses.

For additional information, visit the rCUDA web page or Antonio Peña’s webpage.

CfP: Game Engines Gems 2

April 5th, 2010

After a very successful launch of the first volume of the Game Engine Gems series at GDC 2010, Jones and Bartlett Publishers is now accepting proposals for the second volume. The paper submission period for Game Engine Gems 2 is now open through June 15, 2010. To submit a proposal, please visit the official website.

As with the first volume, the theme of the book includes everything having to do with game engine design and implementation. Specific topics of interest include rendering techniques, shaders, OpenGL / DirectX, physics / collision detection, mathematics, programming techniques, engine architecture, visibility determination, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. This list is not exhaustive, and the editors are happy to evaluate any idea that pertains to making game engines.

PASCO 2010: Programming Contest and Extended submission deadline

March 31st, 2010

The International Workshop on Parallel and Symbolic Computation (PASCO) is organizing a Computer Algebra Parallel Programming Contest, were participants are invited to solve problems using large clusters of multicore CPUs and GPUs. More information about the programming contest and about the extended deadline for the workshop can be found on the PASCO 2010 website.

NVIDIA Announces GPU Technology Conference 2010

March 31st, 2010

This year’s GPU Technology Conference (GTC 2010) will take place on Monday, Sept. 20 to Thursday, Sept. 23 at the San Jose Convention Center in San Jose, California.

Building on last year’s inaugural conference, GTC 2010 will feature an even broader and deeper selection of technical sessions, interactive tutorials, technology previews, and industry and academic presentations.

Three concurrent GPU-focused summits will occur under one roof:

  • Emerging Companies Summit: A showcase for innovative startups to demonstrate products and network with VC’s and other investors.
  • GPU Developers Summit: Sessions, tutorials, and presentations for developers, engineers, and scientists.
  • NVIDIA Research Summit: A unique opportunity for students, professors, and researchers to present their findings and collaborate.

For more information:

NVIDIA Launches First Fermi GPUs, the GeForce GTX 400 series

March 31st, 2010

The first GPUs to feature NVIDIA’s new Fermi architecture, the GeForce GTX 480 and 470 GPUs have 480 and 448 CUDA cores, respectively.  From an NVIDIA press release:

SANTA CLARA, California—March 29, 2010—Hot off the heels of PAX East, the consumer gaming show held this past weekend in Boston, NVIDIA today officially launched its new flagship graphics processors, the NVIDIA® GeForce® GTX 480 and GeForce GTX 470.

The top-of-the line in a new family of enthusiast-class GPUs, the GeForce GTX 480 was designed from the ground up to deliver the industry’s most potent tessellation performance, which is the key component of Microsoft’s DirectX 11 development platform for PC games. Tessellation allows game developers to take advantage of the GeForce GTX 480 GPU’s ability to increase the geometric complexity of models and characters to deliver far more realistic and visually compelling gaming environments.

The GeForce GTX 480 is joined by the GeForce GTX 470 as the first products in NVIDIA’s Fermi line of consumer products. They will be available in mid-April, from the world’s leading add-in card partners and PC system builders. The remainder of the GeForce 400-series lineup will be announced in the coming months, filling out additional performance and price segments.

The GeForce GTX 480 and GTX 470 GPUs bring a host of new gaming features never before offered for the PC – including support for real-time ray tracing and NVIDIA 3D Vision™ Surround for truly immersive widescreen, stereoscopic 3D gaming.

CfP: Third Workshop on UnConventional High Performance Computing 2010 (UCHPC 2010)

March 26th, 2010

The goal of the session, held in conjunction with Euro-Par 2010 on August 30th, 2010 in Ischia – Naples, Italy, is to present latest research in how hardware and software (yet) unconventional for HPC is/can be used to reach given goals such as best performance/watt, with according programming models, compiler techniques and tools. Thus, suggested topics for papers include, but are not limited to the following:

  • Innovative use of hardware and software unconventional for HPC
  • HPC applications or visualizations in connection with HPC on GPUs (GPGPU), IBM Cell, Low Power Processors, FPGAs, Visualization cards etc.
  • Cluster/Grid solutions using unconventional hardware, e.g. clusters of PS3s, GPUs, Low Power Processors, FPGAs etc.
  • Performance and scalability studies in HPC using unconventional hardware
  • Reconfigurable Computing for HPC
  • Performance modeling, analysis and tools for HPC with unconventional hardware
  • New or adapted/extended (parallel) programming models for HPC with unconventional hardware

The submission deadline is June 14th, and the full call for papers along with further information and submission instructions can be found at http://uchpc10.cs.tum.edu.

SpeedIT Toolkit 0.9.1 released

March 26th, 2010

The SpeedIT Tools library provides a set of accelerated solvers for sparse linear systems of equations. Manifold acceleration, e.g. more than an order of magnitude, is achieved with a single reasonably priced NVIDIA Graphics Processing Unit (GPU) that supports CUDA and proprietary advanced optimization techniques. The library can be used in a wide spectrum of domains arising from problems with underlying 2D and 3D geometry, such as computational fluid dynamics, electro-magnetics, thermodynamics, materials, acoustics, computer vision and graphics, robotics, semiconductor devices and structural engineering. The library can be also used for problems without defined geometry such as quantum chemistry, statistics, power networks and other graphs and chemical process simulation. All computations are performed with single or double floating point precision. Two version of SpeedIT toolkit have been released: The classic version provides a conjugate gradient solver, and the extreme edition provides optimized CG, BiCGSTAB, diagonal preconditioner, memory management, and heuristic-based analysis of input matrices.

Thrust v1.2 Released

March 23rd, 2010

Version 1.2 of Thrust, an open-source template library for developing CUDA applications, has been released. Modeled after the C++ Standard Template Library (STL), Thrust brings a familiar abstraction layer to the realm of GPU computing. This version adds several new features, including:

The Thrust web page provides a quick-start guide, online documentation, many examples and introductory slides. Thrust is open-source software distributed under the OSI-approved Apache License v2.0.

Palix Technologies launches ANDSolver beta program

March 23rd, 2010

Palix Technologies has introduced a new Computational Fluid Dynamics (CFD) product called ANDSolver that has been designed from the ground up to use Graphics Processing Units (GPUs) for fast and efficient aerodynamic analysis. Although developing and running applications to use multiple CPUs is a well established practice for high performance science and engineering simulations, a newer trend towards using GPUs for computation promises faster results with lower hardware acquisition and operating costs. ANDSolver delivers on that promise with up to a 10x speedup compared to a typical quad core CPU. This level of performance is unique in that it is achieved on unstructured meshes which have traditionally not been considered amenable to GPUs because of the memory access patterns. However, based on an innovative algorithm design to maximize the performance of the NVIDIA CUDA architecture, the ease and flexibility of unstructured meshing can now be used on high-performance, cost-effective GPUs.

A limited number of additional registrants will be accepted prior to our first production release in Q2 2010. More information can be found at http://www.palixtech.com for our current beta testing program.

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