CFP: High Performance Graphics 2012

January 6th, 2012

High Performance Graphics is the leading international forum for performance-oriented graphics systems research including innovative algorithms, efficient implementations, and hardware architecture. The conference brings together researchers, engineers, and architects to discuss the complex interactions of massively parallel hardware, novel programming models, efficient graphics algorithms, and novel applications. High Performance Graphics was founded in 2009 to synthesize and broaden on two important and well-respected conferences in computer graphics: Graphics Hardware and Interactive Ray Tracing.

HPG 2012 is co-sponsored by Eurographics and ACM SIGGRAPH and will take place on June 25-27, is co-located with the Eurographics Symposium on Rendering in Paris, France. We invite original and innovative performance-oriented contributions from all areas of graphics, including hardware architectures, rendering, physics, animation, simulation, and data structures, with topics including (but not limited to): Interactive rendering pipelines (hardware or software); Interactive rendering algorithms (hardware or software); Graphics hardware and systems; Languages and compilation; Parallel computing for graphics; and Mobile graphics. Please see the conference website for the full CFP.

AMD Fusion Developer Summit

March 29th, 2011

Heterogeneous computing is moving into the mainstream, and a broader range of applications are already on the way. As the provider of world-class CPUs, GPUs, and APUs, AMD offers unique insight into these technologies and how they interoperate. We’ve been working with industry and academia partners to help advance real-world use of these technologies, and to understand the opportunities that lie ahead. It’s time to share what we’ve learned so far.

With tutorials, hands-on labs, and sessions that span a range of topics from HPC to multimedia, you’ll have the opportunity to expand your view of what heterogeneous computing currently offers and where it is going. You’ll hear from industry innovators and academic pioneers who are exploring different ways of approaching problems, and utilizing new paradigms in computing to help identify solutions. You’ll meet AMD experts with deep knowledge of hardware architectures and the software techniques that best leverage those platforms. And you’ll connect with other software professionals who share your passion for the future of technology.

Learn more at developer.amd.com/afds.

A Real-Time Multigrid Finite Hexahedra Method for Elasticity

July 11th, 2010

A 30,000-hexahedron FEM model.

Abstract:

In this paper we present a GPU-based multigrid approach for simulating elastic deformable objects in real time. Our method is based on a finite element discretization of the deformable object using hexahedra. It draws upon recent work on multigrid schemes for the efficient numerical solution of partial differential equations on such discretizations. Due to the regular shape of the numerical stencil induced by the hexahedral regime, and since we use matrix-free formulations of all multigrid steps, computations and data layout can be restructured to avoid execution divergence and to support memory access patterns which enable the hardware to coalesce multiple memory accesses into single memory transactions. This enables to effectively exploit the GPU’s parallel processing units and high memory bandwidth via the CUDA parallel programming API. We demonstrate performance gains of up to a factor of 12 compared to a highly optimized CPU implementation. By using our approach, physics-based simulation at an object resolution of 64^3 is achieved at interactive rates.

(Christian Dick, Joachim Georgii and Rüdiger Westermann: “A Real-Time Multigrid Finite Hexahedra Method for Elasticity”http://wwwcg.in.tum.de/Research/Publications/CompMechanics)

Call for Authors: GPU Pro 2

April 12th, 2010

From the open call for authors:

After the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book, we are looking for authors for GPU Pro 2. The upcoming book will cover advanced rendering techniques that run on the DirectX and/or OpenGL run-time or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on mathematics used in graphics programming.

Proposals are due by May 17th, 2010. Please send them to wolf at shaderx.com. An example proposal, writing guidelines and a FAQ can be downloaded from http://gpupro2.blogspot.com/.

DirectCompute fluid simulation, waves and fractals demos

January 3rd, 2010

This web site, maintained by Jan Vlietinck, provides sample programs with full source code written for DirectCompute Shaders. Examples include interactive 3D Navier-Stokes and Laplace wave equation solvers and fractal renderers.  The Laplace simulator runs at interactive rates for a 400x400x400 volume, and the Navier-Stokes solver at 200x200x200, including visualization.

Beyond Programmable Shading SIGGRAPH 2009 Course

August 6th, 2009

The course notes and supplementary material for “Beyond Programmable Shading”, a full-day course held at SIGGRAPH 2009 on August 6, are now available online.

This course is presented in two parts, Beyond Programmable Shading I and Beyond Programmable Shading II.

There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL/Direct3D pipelines. Graphics developers need a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline. The first half of the course introduces the trends and directions in this emerging field. Topics include: parallel graphics architectures, parallel programming models for graphics, and game-developer investigations of the use of these new capabilities in future rendering engines.

The second half of the course has leaders from graphics hardware vendors, game development, and academic research present case studies that show how general parallel computation is being combined with the traditional graphics pipeline to boost image quality and spur new graphics algorithm innovation. Each case study discusses the mix of parallel programming constructs used, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals. Read the rest of this entry »

High-Performance Graphics Call for Participation

February 27th, 2009

The new High-Performance Graphics Conference is the synthesis of two highly-successful conference series:

  • Graphics Hardware, an annual conference focusing on graphics hardware, architecture, and systems since 1986, and
  • Interactive Ray Tracing, an innovative conference series focusing on the emerging field of interactive ray tracing since 2006.

By combining these two conferences, High-Performance Graphics aims to bring to authors and attendees the best of both, while extending the scope of the new conference to cover the overarching field of performance-oriented graphics systems covering innovative algorithms, efficient implementations, and hardware architecture. This broader focus offers a common forum bringing together researchers, engineers, and architects to discuss the complex interactions of massively parallel hardware, novel programming models, efficient graphics algorithms, and innovative applications.

Paper submissions are due April 30th.  For more information see the High-Performance Graphics Website.

Faogen 2.0: Ambient occlusion calculation on the GPU

August 4th, 2008

Faogen ia a Fast Ambient Occlusion Generator. It uses a GPU to accelerate computation of ambient occlusion and bent normals both as per-vertex data and in texture images. Faogen 2.0 provides updated ambient aperture and bent normal shaders customizable by editing two simple GLSL functions. Other features include improved precision on large scale models, adjustable background for AO texture images, lighting animation control and bugfixes. (Faogen)

A Flexible Kernel for Adaptive Mesh Refinement on GPU

April 1st, 2008

This paper by Boubekeur (TU Berlin) and Schlick (INRIA) presents a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive refinement patterns, on-the-fly refinement is performed by the GPU, without any preprocessing or additional topology data structure. The level of adaptive refinement can be controlled by specifying a per-vertex depth tag, in addition to usual position, normal, color and texture coordinates. This depth tag is used by the kernel to instanciate the correct refinement pattern. Finally, the refined patch produced for each triangle can be displaced by the vertex shader, using any kind of geometric refinement, such as Bezier patch smoothing, scalar valued displacement, procedural geometry synthesis or subdivision surfaces. This refinement engine requires no multi-pass rendering, fragment processing, or special preprocessing of the input mesh structure. It can be implemented on any GPU with vertex shading capabilities. (A Flexible Kernel for Adaptive Mesh Refinement on GPU, Tamy Boubekeur and Christophe Schlick, Computer Graphics Forum, 2008.)

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)

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