GPGPU | Small library for running arbitrary computations | GPU library

 by   DanRuta JavaScript Version: Current License: Apache-2.0

kandi X-RAY | GPGPU Summary

kandi X-RAY | GPGPU Summary

GPGPU is a JavaScript library typically used in Hardware, GPU applications. GPGPU has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Small library for running arbitrary calculations on the GPU, using JavaScript or WebAssembly.
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              GPGPU has a low active ecosystem.
              It has 76 star(s) with 15 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of GPGPU is current.

            kandi-Quality Quality

              GPGPU has 0 bugs and 0 code smells.

            kandi-Security Security

              GPGPU has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              GPGPU code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              GPGPU is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              GPGPU releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              GPGPU saves you 62 person hours of effort in developing the same functionality from scratch.
              It has 162 lines of code, 0 functions and 5 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            GPGPU Key Features

            No Key Features are available at this moment for GPGPU.

            GPGPU Examples and Code Snippets

            No Code Snippets are available at this moment for GPGPU.

            Community Discussions

            QUESTION

            Reading From WebGL Canvas Seems To Work Inconsistently
            Asked 2021-Apr-25 at 00:52

            I have this really weird situation where I tried to read out pixels from a WebGL canvas, which didn't work. Then I wrote another version of the same program just without classes, and for some reason it works here. Maybe I did some very basic mistake, but I really cannot spot the (semantic) difference between those two.

            In the following snippet, I (Firefox 88.0 on Linux 5.11.15-arch1-2) see the console printing 128 and 0, the 128 stemming from the code outside of the class, which seems correct, as the shader is drawing 0.5 for every pixel and channel, and the 0 stemming from the code inside the class.

            [EDIT] I already saw this question, but they are talking about the read having to occur in the same event as the draw, which is, as far as I can tell, true for both of my cases (two consecutive lines). Also they are talking about an on-screen canvas, while I rendered to a framebuffer, not sure whether that makes a difference, but I assumed framebuffers to be more persistent.

            ...

            ANSWER

            Answered 2021-Apr-25 at 00:52

            That's a simple typo, you never defined this.w and this.h properties to your Cloth instance, but in t(), when doing the readPixel call, you try to use it.

            Simply define these in your constructor and you're good to go.

            Source https://stackoverflow.com/questions/67193665

            QUESTION

            How to animate a rotatable fluffy ball in THREE.js?
            Asked 2021-Feb-03 at 19:25
            Idea came from

            Instagram @sennepldn

            Fluffy ball demo (from Instagram)

            Fluffy ball demo (If you can't access Instagram Link)

            When I saw this example three days ago, I was very surprised, so I wanted to challenge myself and try to make this effect.

            After three days, I have tried many ways like using vertex shader or GPUComputationRenderer, but still did not make the correct simulation. So I finally decided to come up and ask you all.

            My Solution Step 1

            First, use the following two balls that seem to have hard spikes to simulate the Fluffy Ball in the Demo.

            From the first frame to the second frame, the ball rotated about 30 degrees clockwise (I randomly assumed an angle)

            Step 2

            Simplify the upper ball into the picture below.

            The black line in the picture represents the longest spike in the picture above.

            A1, a2, b1, b2 (Vector3) represent the positions of points a and b at different times.

            However, in the final simulation, this is a soft hair instead of a hard thorn, so the position of Frame2 b point should be b3.

            Step 3

            So I plan to use the following method to simulate.

            FAKE CODE (in vertex shader) (b1, b2, b3 means position in vec3)

            ...

            ANSWER

            Answered 2021-Feb-03 at 19:25

            My idea is to have few concentric spherical layers of equidistant points like this:

            where each layer has its own transformation matrix. At start all the layers have the same Transformation matrix and after each frame (or simulation timer tick) the matrices are passed (like cyclic ring buffer) so the lowest radius layer has actual matrix, the next one has matrix from previous frame and so on. Its basically geometric version of motion blur...

            However my attempts to ray tracing this in fragment shader (as merged particles) based on these:

            Hit a wall with accuracy and other math edge cases and rounding problems leading to ugly artifacts which to debug (if even possible) will take forever and porting to 64 bit will solve just a part of the problem...

            So I decided to try to create geometry data for this on per frame basis which might be doable in geometry shader (later on). So first I tried to do this on CPU side (C++ and old GL api for now just for simplicity and as a proof of concept)

            So I got list of equidistant points on unit sphere surface (static points) which I use to render the layers. So each point is transformed into line strip where the point is just scaled by layer radius and transformed by the matrix of layer it belong to. Here C++ code for this:

            Source https://stackoverflow.com/questions/66003330

            QUESTION

            cannot compile the CUDA code when splitted into several files
            Asked 2020-Nov-20 at 15:43

            I'm writing this simple cuda code and I'm unable to compile it. The code contains part of code written in C. This is the structure of the program:

            read_data.c file contains a function called read_data add.cu file contains a function called add (this is the part that should run in the GPGPU) optimize.h file contains the necessary headers. master.c file contains the main function.

            The optimize.h file looks like follows:

            ...

            ANSWER

            Answered 2020-Nov-20 at 15:29

            nvcc by default treats filenames ending in .c or .cpp as having no CUDA-specific syntax, and sends those to the host compiler. The host compiler cannot handle CUDA-specific syntax, which is why you are getting the errors.

            The usual recommendations are to place your CUDA code in files ending with .cu. You can alternatively pass -x cu as a compile switch to do this.

            Note that nvcc uses c++ style linkage, so you will need to arrange for correct c-style linkage if you are trying to link code in a .cu file with code in a .c file. If you have no C-specific usage, again, a simple solution may be to rename your .c file to .cpp or .cu.

            There are many questions here on the cuda tag explaining how to do C++/C linkage, otherwise.

            Source https://stackoverflow.com/questions/64919689

            QUESTION

            Bitwise OR Texels in WebGL2 fragment shader
            Asked 2020-Nov-20 at 02:53

            I am attempting to use use WebGL2 for some GPGPU computations. A key component of this is setting the value of a texel to the bitwise-OR of itself and the new value computed in the fragment shader. Is there a way of applying this bitwise operation to each fragment instead of overwriting the value completely?

            Here is the relevant code:

            ...

            ANSWER

            Answered 2020-Nov-20 at 02:53

            there is no bitwise-OR writing. Typically you read from some texture, bitwise or in the shader, write to a new texture

            BTW, webgl2 has signed and unsigned integer textures.

            Source https://stackoverflow.com/questions/64922037

            QUESTION

            Putting data onto different textures in WebGL and getting it out
            Asked 2020-Nov-09 at 13:23

            I am trying to output more than one buffer from a shader - the general goal is to use it for GPGPU purposes. I've looked at this answer and got closer to the goal with this:

            ...

            ANSWER

            Answered 2020-Nov-09 at 13:23

            The code does not provide any vertex data even though it's asking it to draw 4 vertices. Further it's passing in gl.TRIANGLE which doesn't exist. It's gl.TRIANGLES with an S at the end. gl.TRIANGLE will be undefined which gets coerced into 0 which matches gl.POINTS

            In the JavaScript console

            Source https://stackoverflow.com/questions/64747958

            QUESTION

            How can I write programs for the xbox and use its GPU?
            Asked 2020-Jul-10 at 18:14

            Background
            I've experimented with OpenCL with the C++ programming language on a Windows PC to write simple programs to a PC's GPU. In other words, I used it as a GPGPU. Under simple calculations I mean that I made two arrays, each containing 1 million items, than I added the corresponding parts of the two arrays.
            So if I have X[1000000] and Y[1000000], then I would do:

            ...

            ANSWER

            Answered 2020-Jul-10 at 18:14

            You have to apply to the ID@Xbox program. To do this, you need a company. Applying to this program isn't just a fill-out-a-form-and-get-automatically-accepted thing. Microsoft will verify you. Microsoft doesn't want to give their software development kits to anybody mainly to prevent cheating in games. Unfortunately, this isn't possible any other way.

            Source https://stackoverflow.com/questions/62481727

            QUESTION

            Using Mali-400 GPU (OpenGL ES 2.0) for general purpose computation?
            Asked 2019-Dec-13 at 21:59

            I am preparing to buy a cluster of SOPINE A64 modules for basic (CPU-based) parallel computing, and I noticed that the modules also have GPUs. It wasn't difficult to find that the Mali-400 is not compatible with OpenCL, but I'm having trouble confirming that I would be able to use the OpenGL interface for general-purpose GPU programming. I don't need to do anything fancy; I just want to know if I can offload some of my matrix-heavy tasks to the GPU.

            I can find a helpful tutorial on GPGPU programming in OpenGL but it assumes access to GLUT, which isn't available on OpenGL ES 2.0, and the most relevant answer I've found on SE talks about doing what I want on iOS but not with the same GPU.

            Is it as simple as using something besides GLUT to set up the OpenGL environment and then following the linked tutorial? Or are there other hardware limitations I need to be aware of?

            ...

            ANSWER

            Answered 2019-Dec-13 at 21:59

            Mali-400 only supports OpenGL ES 2.0, so while you can use it for non-graphical computation beware it comes with some severe limitations.

            • Fragment shaders only support mediump processing, which is FP16 precision.
            • ... but it's not IEEE-754 FP16 - so don't expect full IEEE-754 semantics in the corner cases.
            • Integer processing is more limited than you might expect (i.e. it's just floating point numbers pretending to be integers, so narrower than 16-bit).
            • Outputs have to be via textures, which are some form of 8-bit per channel color format. You can pack wider data into that, but it's not ideal ...
            • Getting that data back on to the CPU is expensive (graphics memory is normally uncached).

            Source https://stackoverflow.com/questions/57810128

            QUESTION

            Can I change the formula of SAXPY function?
            Asked 2019-Dec-02 at 20:28

            I am new to GPGPU, and I have a confusion about SAXPY function: The SAXPY function is like given two same sizes and type vector X and Y, do the operation that changes each element in Y: y[i] = y[i]+a*x[i]

            I am not sure of can we change SAXPY's formula, like: y[i]=(y[i]+a)*(x[i]+c)

            but in this case, there is a new constant c, I have no idea how to call SAXPY in this condition.

            Thanks for your valuable time.

            ...

            ANSWER

            Answered 2019-Dec-02 at 20:28

            I have no idea how to call SAXPY in this condition.

            You cannot.

            Saxpy is abbreviation for (nvidia docs):

            Single-Precision A·X Plus Y

            A possible implementation is:

            Source https://stackoverflow.com/questions/59145272

            QUESTION

            How to solve "cuDNN is not enabled"
            Asked 2019-Dec-02 at 02:53

            I'm using cupy with Spyder3.3.6 and Python 3.7.5 in Windows machine(Win10 Pro 64bit, i7-7700, 8GBMemory, GTX-1060-6GB).
            Version of cupy, chainer, cuda and cuDNN are 6.0.0, 5.3.0, 10.1.243, and 7.6.4,respectively.

            When I import cupy, this error has occured:

            ...

            ANSWER

            Answered 2019-Dec-02 at 02:53

            First of all, it seems you are using different versions of chainer/cupy. We recommend chainer and cupy to match the version number as we develop them in tandem.

            How did you install CuPy? We support pre-built wheels for windows, which include cudnn and nccl versions that we guarantee to work. You can install them with pip install cupy-cuda101.

            Source https://stackoverflow.com/questions/59127058

            QUESTION

            Is there a standardized method to send JPG images over network with TCP/IP?
            Asked 2019-Nov-13 at 20:28

            I am looking for a standardized approach to stream JPG images over the network. Also desirable would be a C++ programming interface, which can be easily integrated into existing software.

            I am working on a GPGPU program which processes digitized signals and compresses them to JPG images. The size of the images can be defined by a user, typically the images are 1024 x 2048 or 2048 x 4096 pixel. I have written my "own" protocol, which first sends a header (image size in bytes, width, height and corresponding channel) and then the JPG data itself via TCP. After that the receiver sends a confirmation that all data are received and displayed correctly, so that the next image can be sent. So far so good, unfortunately my approach reaches just 12 fps, which does not satisfy the project requirements.

            I am sure that there are better approaches that have higher frame rates. Which approach do streaming services like Netflix and Amzon take for UHD videos? Of course I googled a lot, but I couldn't find any satisfactory results.

            ...

            ANSWER

            Answered 2019-Nov-13 at 19:45

            Is there a standardized method to send JPG images over network with TCP/IP?

            There are several internet protocols that are commonly used to transfer files over TCP. Perhaps the most commonly used protocol is HTTP. Another, older one is FTP.

            Which approach do streaming services like Netflix and Amzon take for UHD videos?

            Firstly, they don't use JPEG at all. They use some video compression codec (such as MPEG), that does not only compress the data spatially, but also temporally (successive frames tend to hold similar data). An example of the protocol that they might use to stream the data is DASH, which is operates over HTTP.

            Source https://stackoverflow.com/questions/58844110

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install GPGPU

            You can download it from GitHub.

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