GPU programming
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- KVRian
- 933 posts since 14 Jun, 2004 from Guanajuato, Mexico
Does anyone know any resources for low-level GPU programming, for example, to perform convolutions or matrix operations outside the CPU?
- KVRAF
- 9600 posts since 17 Sep, 2002 from Gothenburg Sweden
There's CUDA for the newer Nvidia cards.
http://www.nvidia.com/object/cuda_home.html
I believe ATI has something similar though that could be my mind playing tricks on me.
http://www.nvidia.com/object/cuda_home.html
I believe ATI has something similar though that could be my mind playing tricks on me.
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- KVRAF
- 6323 posts since 30 Dec, 2004 from London uk
Seems that CUDA is really the only current standard. I use that term loosly as theres really not much audio stuff available for it. A few people attempted to do the same on less expensive cards but it never really took off. CUDA requires Nvidia Gforce 8400GS cards and over. IMHO its better to go native or develop for the other DSP cards like Creamware etc as they have an existing user base.
Last edited by UltraJv on Tue Apr 15, 2008 11:17 pm, edited 3 times in total.
- KVRAF
- 9600 posts since 17 Sep, 2002 from Gothenburg Sweden
Nah. That was way back. Now even the lowly 8400 GS supports CUDA.UltraJv wrote: CUDA is expensive (Nvidia 8800 cards and over).
http://www.nvidia.com/object/cuda_learn_products.html
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- KVRAF
- 6323 posts since 30 Dec, 2004 from London uk
just corrected it to 8400GS lol - None of my computers supports even that yet, I hate noisy fans.
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- Pick Me Pick me!
- 10257 posts since 12 Mar, 2002 from a state of confusion
The 8800GT is only ~$150 USD these days.. not that expensive.. In july theres supposedly going to be a 9800GT.. I think I'll jump on board then..
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- KVRian
- Topic Starter
- 933 posts since 14 Jun, 2004 from Guanajuato, Mexico
Thanks for the links.
It's too bad that even these days, there are no standard GPU low level API's, when even a cheapo card can do a lot of stuff. Seems like a waste of power, unless you're a gamer or a designer.
It's too bad that even these days, there are no standard GPU low level API's, when even a cheapo card can do a lot of stuff. Seems like a waste of power, unless you're a gamer or a designer.
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- Pick Me Pick me!
- 10257 posts since 12 Mar, 2002 from a state of confusion
yeah.. the Folding@home folks have a client for ATI cards.. which is kind of cool.. shame (for me) that I only use Nvidia these days.. hopefully they'll port it to nividia cards one day...
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- KVRist
- 161 posts since 9 Apr, 2002
http://libsh.org/fac wrote:Does anyone know any resources for low-level GPU programming, for example, to perform convolutions or matrix operations outside the CPU?
cheers,
Bart
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- KVRist
- 67 posts since 15 Mar, 2002 from Birmingham, UK
If you look at the Nvidia SDK, the example "gpgpu_fluid" is a fluid dynamics sim running that will run on most DX9 GPUs I think - I've had it running on my old GeForce FX5700 here and at work I've got it running on the XBox360 GPU. I think the streamops and other base classes and ideas used in the gpgpu fluid demo are what went on to be developed into CUDA (I could be wrong though as I haven't read up on CUDA so don't really know what it involves).
GPGPU info:
http://en.wikipedia.org/wiki/GPGPU
http://www.gpgpu.org/
AFAIK - if your GPU supports DX9 vertex/pixel shaders and floating point textures, you should be able to encode audio into a texture and handcode shaders to do processing for you. I've not looked into it before but presumably CUDA does a lot to help the rapid encoding and decoding of information to / from texture formats and streaming the textures as efficiently as possible to the GPU. Trying to go to the metal and do it yourself in HLSL or CG without CUDA could be a major pain in the arse (as I found in the various stages of trying to debug my implementation of the fluid sim) due to the pain of trying to debug GPU processes ... but it'd be nice to leverage the vector chomping power of GPUs for audio
GPGPU info:
http://en.wikipedia.org/wiki/GPGPU
http://www.gpgpu.org/
AFAIK - if your GPU supports DX9 vertex/pixel shaders and floating point textures, you should be able to encode audio into a texture and handcode shaders to do processing for you. I've not looked into it before but presumably CUDA does a lot to help the rapid encoding and decoding of information to / from texture formats and streaming the textures as efficiently as possible to the GPU. Trying to go to the metal and do it yourself in HLSL or CG without CUDA could be a major pain in the arse (as I found in the various stages of trying to debug my implementation of the fluid sim) due to the pain of trying to debug GPU processes ... but it'd be nice to leverage the vector chomping power of GPUs for audio
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- KVRian
- Topic Starter
- 933 posts since 14 Jun, 2004 from Guanajuato, Mexico
Thanks, dunk. That was very useful.
