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	<title>GPGPU &#187; Tag: Meta-programming :: GPGPU.org</title>
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	<description>General-Purpose Computation on Graphics Hardware</description>
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		<title>HONEI: A collection of libraries for numerical computations targeting multiple processor architectures</title>
		<link>http://gpgpu.org/2010/02/02/honei-cpc</link>
		<comments>http://gpgpu.org/2010/02/02/honei-cpc#comments</comments>
		<pubDate>Wed, 03 Feb 2010 00:44:45 +0000</pubDate>
		<dc:creator>dom</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Cell BE]]></category>
		<category><![CDATA[Fluid Simulation]]></category>
		<category><![CDATA[Meta-programming]]></category>
		<category><![CDATA[Multicore]]></category>
		<category><![CDATA[NVIDIA CUDA]]></category>
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		<guid isPermaLink="false">http://gpgpu.org/?p=2108</guid>
		<description><![CDATA[Abstract: We present HONEI, an open-source collection of libraries offering a hardware oriented approach to numerical calculations. HONEI abstracts the hardware, and applications written on top of HONEI can be executed on a wide range of computer architectures such as CPUs, GPUs and the Cell processor. We demonstrate the flexibility and performance of our approach [...]]]></description>
			<content:encoded><![CDATA[<p>Abstract:</p>
<blockquote><p>We present HONEI, an open-source collection of libraries offering a hardware oriented approach to numerical calculations. HONEI abstracts the hardware, and applications written on top of HONEI can be executed on a wide range of computer architectures such as CPUs, GPUs and the Cell processor. We demonstrate the flexibility and performance of our approach with two test applications, a Finite Element multigrid solver for the Poisson problem and a robust and fast simulation of shallow water waves. By linking against HONEI&#8217;s libraries, we achieve a two-fold speedup over straight forward C++ code using HONEI&#8217;s SSE backend, and additional 3&#8211;4 and 4&#8211;16 times faster execution on the Cell and a GPU. A second important aspect of our approach is that the full performance capabilities of the hardware under consideration can be exploited by adding optimised application-specific operations to the HONEI libraries. HONEI provides all necessary infrastructure for development and evaluation of such kernels, significantly simplifying their development.</p></blockquote>
<p>(Danny van Dyk, Markus Geveler, Sven Mallach, Dirk Ribbrock, <a href="http://www.mathematik.tu-dortmund.de/~goeddeke" target="_blank">Dominik Göddeke</a> and Carsten Gutwenger: <em>HONEI: A collection of libraries for numerical computations targeting multiple processor architectures</em>. Computer Physics Communications 180(12), pp. 2534-2543, December 2009. DOI <a href="http://dx.doi.org/10.1016/j.cpc.2009.04.018" target="_blank">10.1016/j.cpc.2009.04.018</a>)</p>
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		<title>Brahma: Shader meta-programming framework for GPUs</title>
		<link>http://gpgpu.org/2006/12/13/brahma-shader-meta-programming-framework-for-gpus</link>
		<comments>http://gpgpu.org/2006/12/13/brahma-shader-meta-programming-framework-for-gpus#comments</comments>
		<pubDate>Wed, 13 Dec 2006 12:37:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Meta-programming]]></category>

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		<description><![CDATA[Brahma is an open source shader meta-programming framework for the .NET platform that generates shader code from IL at runtime, enabling developers to write GPU code in C# (or any NET language). The library is primarily meant to handle GPU-based rendering and computational tasks, and eliminates a great deal of glue code that is often [...]]]></description>
			<content:encoded><![CDATA[<p>Brahma is an open source shader meta-programming framework for the .NET platform that generates shader code from IL at runtime, enabling developers to write GPU code in C# (or any NET language). The library is primarily meant to handle GPU-based rendering and computational tasks, and eliminates a great deal of glue code that is often required in GPU programming. Since Brahma is a set of interfaces and base classes, it can be implemented for any combination of API and shading language. At this time there is a working shader generation path for Managed DirectX/HLSL. (<a href="http://brahma.ananthonline.net">http://brahma.ananthonline.net</a>)</p>
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