General purpose graphics processing unit. Allows offloading of parallelizable computational tasks to the GPU.
50
votes
9answers
3k views
Are there any benefits for using the CPU instead of the GPU?
I've been researching processors and graphics cards, and I discovered that GPUs are way faster than CPUs. I read in this one article, a 2-year-old Nvidia GPU outperformed a 3.2GHz Core I7 Intel ...
16
votes
7answers
832 views
Spawning units in a world made by Perlin noise?
There's some issues that I've come across in my Perlin noise-based game. Take a look at the attached screenshot below.
The white areas you see are walls, and the black areas are walkable. The ...
12
votes
1answer
577 views
Is nVidia's CUDA suited to performing pathfinding calculations?
I want to know if it would be worth executing pathfinding on the GPU (using nVidia's CUDA, or an equivalent) in certain situations, or whether it would be a wasted effort. The situation I imagine ...
7
votes
2answers
614 views
Using GPU on Silverlight 5 for a Fast Fourier Transform
I've got an audio library for Silverlight that is in need of some acceleration on slower machines. Specifically, this library makes extensive and repeated use of the FFT transform as a part of its ...
5
votes
1answer
819 views
Switching between Discrete and Integrated GPUs
I develop CUDA applications on my Alienware M17x portable back-breaker, which has two discrete GTX 285M GPUs and one integrated GeForce 9400M GPU. I can currently switch between them using NVIDIA's ...
4
votes
3answers
618 views
CUDA 4.1 Particle Update
I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each ...
4
votes
1answer
144 views
What is the state of the art of ray tracing on the GPU?
I think ray trace rendering had to be done on the CPU for a long time. But since we have compute shaders in OpenGL 4.3 now, it might be possible to move the computations on the GPU and perform ...
4
votes
2answers
250 views
ConsumeStructuredBuffer, what am I doing wrong?
I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is:
Implement a Compute Shader to calculate the length of 64 vectors.
Previous ...
3
votes
3answers
370 views
DirectCompute information
I've been trying to make use of the GPU as part of a project of mine. I've looked into both CUDA and OpenCL, but the lack of information showing you how to introduce these into a project is shocking. ...
3
votes
1answer
371 views
Hashing 3D position into 2D position
I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth.
Function for converting (or hashing) 3D ...
2
votes
1answer
385 views
Using SurfaceFormat.Single and HLSL for GPGPU with XNA
I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - ...
1
vote
2answers
814 views
How can I program on the GPU in Unity?
In my previous question, I asked about why people don't program on the GPU. Now I am learning about fluid dynamics with this article. They say that it should all be done on the GPU. The game engine ...
1
vote
1answer
653 views
gpgpu vs. physX for physics simulation
First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX?
(If i say develop i mean implement existing ...