GPGPU | Small library for running arbitrary computations | GPU library
kandi X-RAY | GPGPU Summary
kandi X-RAY | GPGPU Summary
Small library for running arbitrary calculations on the GPU, using JavaScript or WebAssembly.
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QUESTION
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 00:52That'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.
QUESTION
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 1First, 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 2Simplify 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 3So 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 19:25My 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:
- ray and ellipsoid intersection accuracy improvement
- Atmospheric scattering GLSL fragment shader
- raytrace through 3D mesh
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:
QUESTION
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 15:29nvcc
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.
QUESTION
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 02:53there 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.
QUESTION
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 13:23The 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
QUESTION
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 18:14You 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.
QUESTION
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 21:59Mali-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).
QUESTION
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 20:28I 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:
QUESTION
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 02:53First 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
.
QUESTION
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 19:45Is 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.
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