Call for Contributions: GPU algorithms for image processing and computer vision

July 22nd, 2014

“GPU Algorithms for Image Processing and Computer Vision”, to be published by Springer, will contain a collection of articles on fundamental image processing and computer vision methods adapted for Graphics Processing Units (GPUs). In recent years, substantial efforts were undertaken to adapt many such algorithms for massively-parallel GPU-based systems. The book is envisioned as a consolidation of such work into a single volume covering widely used methods and techniques. Each chapter will be written by authors working on a specific group of methods. It will provide mathematical background, parallel algorithm, and implementation details leading to reusable, adaptable, and scalable code fragments. The book will serve as a GPU implementation manual for many image processing and analysis algorithms providing valuable insights into parallelization strategies for GPUs as well as ready-to-use code fragments with a broad appeal to both developers and researchers interested in GPU computing. Read the rest of this entry »

New book: Numerical Computations with GPUs

July 22nd, 2014

A new book titled “Numerical Computations with GPUs” has been published:

This book brings together research on numerical methods adapted for Graphics Processing Units (GPUs). It explains recent efforts to adapt classic numerical methods, including solution of linear equations and FFT, for massively parallel GPU architectures. This volume consolidates recent research and adaptations, covering widely used methods that are at the core of many scientific and engineering computations. Each chapter is written by authors working on a specific group of methods; these leading experts provide mathematical background, parallel algorithms and implementation details leading to reusable, adaptable and scalable code fragments. This book also serves as a GPU implementation manual for many numerical algorithms, sharing tips on GPUs that can increase application efficiency. The valuable insights into parallelization strategies for GPUs are supplemented by ready-to-use code fragments. Numerical Computations with GPUs targets professionals and researchers working in high performance computing and GPU programming. Advanced-level students focused on computer science and mathematics will also find this book useful as secondary text book or reference.

From the table of contents: Read the rest of this entry »

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.

CfP: GPU Computing Gems

February 9th, 2010

NVIDIA and Editor-in-Chief  Professor Wen-mei Hwu of the University of Illinois, Urbana-Champaign invite you to submit articles for GPU Computing Gems, a contribution-based book that will focus on practical techniques for GPU computing. This is a continuation of the popular GPU Gems series.

The full Call for Participation is available here.

Programming Massively Parallel Processors: A Hands-on Approach

February 9th, 2010

Programming Massively Parallel Processors Cover ImageThe first textbook of its kind, Programming Massively Parallel Processors: A Hands-on Approach launches today, authored by Dr. David B. Kirk, NVIDIA Fellow and former chief scientist, and Dr. Wen-mei Hwu, who serves at the University of Illinois at Urbana-Champaign as Chair of Electrical and Computer Engineering in the Coordinated Science Laboratory, co-director of the Universal Parallel Computing Research Center and principal investigator of the CUDA Center of Excellence. The textbook, which is 256 pages, is the first aimed at teaching advanced students and professionals the basic concepts of parallel programming and GPU architectures. Published by Morgan-Kauffman, it explores various techniques for constructing parallel programs and reviews numerous case studies.

With conventional CPU-based computing no longer scaling in performance and the world’s computational challenges increasing in complexity, the need for massively parallel processing has never been greater. GPUs have hundreds of cores capable of delivering transformative performance increases across a wide range of computational challenges. The rise of these multi-core architectures has raised the need to teach advanced programmers a new and essential skill: how to program massively parallel processors.

Among the book’s key features:

  • First and only text that teaches how to program within a massively parallel environment
  • Portions of the NVIDIA-provided content have been part of the curriculum at 300 universities worldwide
  • Drafts of sections of the book have been tested and taught by Kirk at the University of Illinois
  • Book utilizes OpenCL and CUDA C, the NVIDIA parallel computing language developed specifically for massively parallel environments

Programming Massively Parallel Processors: A Hands-on Approach is available to purchase from Amazon or directly from Elsevier.

NVIDIA and Addison-Wesley Release GPU Gems 3 Book

September 10th, 2007

GPU Gems 3, the third volume of the best-selling GPU Gems series provides a snapshot of today’s latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detection—particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects. This third volume is certain to appeal to not just the many fans of the first two, but a whole new group of programmers as well. (GPU Gems 3 Page at Addison-Wesley)

“The GeForce 6 Series GPU Architecture” GPU Gems 2 Chapter Released

March 21st, 2005

Excerpted from GPU Gems 2, “The GeForce 6 Series GPU Architecture” (Chapter 30) describes the architecture of the GeForce 6 Series family of GPUs, including details on the overall system architecture, vertex processor, fragment processor, and various other features. (Emmett Kilgariff and Randima Fernando. “The GeForce 6 Series GPU Architecture”, in GPU Gems 2, Addison-Wesley 2005.)

GPU Gems 2 Sample Chapter #2 Released

February 17th, 2005

A second GPU Gems 2 sample chapter, Streaming Architectures and Technology Trends (Chapter 29), by John Owens is now available. The first sample chapter Per-Pixel Displacement with Distance Functions (Chapter 8), was released last week.

GPU Gems 2 Sample Material Released

February 9th, 2005

The upcoming GPU Gems 2 book is now in press and the first copies will be available at GDC 2005 in San Francisco. Several pieces of sample material from GPU Gems 2 have been released. These include a Visual Table of Contents (shown at right, which will be inside the front cover), the foreword (by Tim Sweeney, Epic Games), the preface, and the contributor biographies.

A first sample chapter, Per-Pixel Displacement Mapping with Distance Functions, has also been released. (GPU Gems 2 Homepage.)

GPU Gems 2 Call For Participation

July 31st, 2004


Following the success of GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics NVIDIA have decided to produce a second GPU Gems volume in order to showcase the best new ideas and techniques for the latest programmable GPUs. Tentatively titled GPU Gems II: Techniques for Graphics and Compute Intensive Programming, this book will be edited by Matt Pharr, software engineer at NVIDIA.

NVIDIA are looking for ideas from developers who are using GPUs in new ways to create stunning graphics and cutting-edge applications. Chapters should present techniques and ideas that are broadly useful to GPU programmers and can be integrated into their applications. GPU Gems II will have an increased focus on chapters exploring non-graphics applications of the computational capabilities of GPU hardware.

To participate, read the submission guidelines and send an e-mail to articlesubmissions@nvidia.com with your proposed chapter title as the subject line, and the required description in the e-mail body. The deadline for submissions is Monday, August 16, 2004.