gpu.js | GPU Accelerated JavaScript | GPU library
kandi X-RAY | gpu.js Summary
kandi X-RAY | gpu.js Summary
Creates a GPU accelerated kernel transpiled from a javascript function that computes a single element in the 512 x 512 matrix (2D array). The kernel functions are ran in tandem on the GPU often resulting in very fast computations! You can run a benchmark of this here. Typically, it will run 1-15x faster depending on your hardware. Matrix multiplication (perform matrix multiplication on 2 matrices of size 512 x 512) written in GPU.js:.
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Top functions reviewed by kandi - BETA
- Generates a glTF kernel string .
- Provides a emitter for debugging
- Serialize the kernel .
- Flatten the AST tree
- Decorates the kernel .
- tap - side extension
- Switches the given kernel with the specified args
- Convert an argument to a string
- Run the kernel .
- Listen for extension .
gpu.js Key Features
gpu.js Examples and Code Snippets
const renderer = GPUjsRealRenderer;
const LineGraph = new renderer.LineGraph(options); // For example
const GPU = require('gpu.js').GPU;
const LineGraph = new require('gpujs-real-renderer').RealLineGraph({GPU: GPU /**The most important part*/, canva
pow should be Math.pow()
let x, y, z should be declare on there own
let x = 0
let y = 0
let z = 0
const { GPU } = require('gpu.js')
const gpu = new GPU()
const tmp = gpu.createKernel(func
Community Discussions
Trending Discussions on gpu.js
QUESTION
I have run a benchmark to compare the use of CPU and GPU in nodejs with GPU.js. The NVidia icon shows GPU use in the first console timer, but it is slower than the CPU (second timer).
...ANSWER
Answered 2020-Dec-19 at 14:45this isn't the way to benchmarking CPU vs GPU
the GPU got warmup time so if you really want to benchmark compare both of them on a 1000 execution and not single execution
GPU won't always be faster it depends on the task and the GPU RAM Size
and finally as Keith Mention at the comment gpu works better then cpu in parallel small task and large batches
QUESTION
Background
I've built a little web based application that pops up windows to display your webcam(s). I wanted to add the ability to chroma key your feed and have been successful in getting several different algorithms working. The best algorithm I have found however is very resource intensive for JavaScript; single threaded application.
Question
Is there a way to offload the intensive math operations to the GPU? I've tried getting GPU.js to work but I keep getting all kinds of errors. Here is the functions I would like to have the GPU run:
ANSWER
Answered 2020-Sep-25 at 01:10Some typos
QUESTION
In an Nvidia developer blog: An Even Easier Introduction to CUDA the writer explains:
To compute on the GPU, I need to allocate memory accessible by the GPU. Unified Memory in CUDA makes this easy by providing a single memory space accessible by all GPUs and CPUs in your system. To allocate data in unified memory, call
cudaMallocManaged()
, which returns a pointer that you can access from host (CPU) code or device (GPU) code.
I found this both interesting (since it seems potentially convenient) and confusing:
returns a pointer that you can access from host (CPU) code or device (GPU) code.
For this to be true, it seems like cudaMallocManaged()
must be syncing 2 buffers across VRAM and RAM. Is this the case? Or is my understanding lacking?
In my work so far with GPU acceleration on top of the WebGL abstraction layer via GPU.js, I learned the distinct performance difference between passing VRAM based buffers (textures in WebGL) from kernel to kernel (keeping the buffer on the GPU, highly performant) and retrieving the buffer value outside of the kernels to access it in RAM through JavaScript (pulling the buffer off the GPU, taking a performance hit since buffers in VRAM on the GPU don't magically move to RAM).
Forgive my highly abstracted understanding / description of the topic, since I know most CUDA / C++ devs have a much more granular understanding of the process.
- So is
cudaMallocManaged()
creating synchronized buffers in both RAM and VRAM for convenience of the developer? - If so, wouldn't doing so come with an unnecessary cost in cases where we might never need to touch that buffer with the CPU?
- Does the compiler perhaps just check if we ever reference that buffer from CPU and never create the CPU side of the synced buffer if it's not needed?
- Or do I have it all wrong? Are we not even talking VRAM? How does this work?
ANSWER
Answered 2020-Sep-16 at 15:13So is cudaMallocManaged() creating synchronized buffers in both RAM and VRAM for convenience of the developer?
Yes, more or less. The "synchronization" is referred to in the managed memory model as migration of data. Virtual address carveouts are made for all visible processors, and the data is migrated (i.e. moved to, and provided a physical allocation for) the processor that attempts to access it.
If so, wouldn't doing so come with an unnecessary cost in cases where we might never need to touch that buffer with the CPU?
If you never need to touch the buffer on the CPU, then what will happen is that the VA carveout will be made in the CPU VA space, but no physical allocation will be made for it. When the GPU attempts to actually access the data, it will cause the allocation to "appear" and use up GPU memory. Although there are "costs" to be sure, there is no usage of CPU (physical) memory in this case. Furthermore, once instantiated in GPU memory, there should be no ongoing additional cost for the GPU to access it; it should run at "full" speed. The instantiation/migration process is a complex one, and what I am describing here is what I would consider the "principal" modality or behavior. There are many factors that could affect this.
Does the compiler perhaps just check if we ever reference that buffer from CPU and never create the CPU side of the synced buffer if it's not needed?
No, this is managed by the runtime, not compile time.
Or do I have it all wrong? Are we not even talking VRAM? How does this work?
No you don't have it all wrong. Yes we are talking about VRAM.
The blog you reference barely touches on managed memory, which is a fairly involved subject. There are numerous online resources to learn more about it. You might want to review some of them. here is one. There are good GTC presentations on managed memory, including here. There is also an entire section of the CUDA programming guide covering managed memory.
QUESTION
How to send data from a dynamic php table inside an anchor tag to another page(description_of_gpu.php) and also how to retrieve that data on the new page.
I am trying to send the variable generated inside the table-data tag to another page, which is in itself retrieved from "MySQL" database. Once I get that data, I will search through my database with the same "NameOfVcard" and display it's discription.
Code inside "gpu_table_page.php"
...ANSWER
Answered 2019-Nov-01 at 18:01As the PHP is using double-quotes around the strings you can embed the variable within this string without needing to escape it so you can modify
QUESTION
I'm trying to use GPU.js in Vue. I don't get how I have to import it though. I'm trying this right now:
...ANSWER
Answered 2019-Mar-28 at 16:27import { GPU } from "gpu.js";
const gpu = new GPU();
QUESTION
The following code uses GPU.js, a wrapper for WebGL that makes it easy to run matrix operations with WebGL by simply writing JS functions, I render an image on the canvas, but I want to resize it. I've read about nearest neighbor interpolation but I'm confused on how to implement it. I've already set up the resize kernel, all that's left to be done is interpolation logic.
Notes:
the current indexes are available within the kernel function as
this.thread.x
,this.thread.y
, andthis.thread.z
, depending on the dimensions of the matrix your kernel is computing.You'll notice the canvas is sized weird. This is a "feature" of GPU.js related to WebGL texture handling (I think they're planning on ironing that out later).
Edit: Made progress but not quite perfected: http://jsfiddle.net/0dusaytk/59/
ANSWER
Answered 2018-Sep-11 at 02:10I added the second canvas with pixelated render in order to compare this implementation with the browser css default method.
QUESTION
I'm probably missing something obvious, but i'm experimenting with gpu.js and getting some strange results. I just want to make sure i'm not doing something obviously stupid (which is likely).
Not sure if this is an issue with what i'm doing, or the way in which calculations are performed when done via gpu.js using WebGL.
I create a new GPU and new kernel:
...ANSWER
Answered 2017-Sep-04 at 15:12An IEEE 754 single precision (32 bit) floating point value consists of 24 significant bits and 8 exponent bits.
4294967295 is 0xffffffff (integral) which can't be stored in a 32 bit float with the full accuracy, because it only has 24 significant bits.
4294967296 is 0x100000000 (integral) which can be stored in a 32bit float, because it is 0x4f800000 (floating point).
In compare, an IEEE 754 double precision (64 bit) floating point value consists of 53 significant bits and 11 exponent bits.
Therefore, a 64 bit floating point value, can store the value 4294967295 exactly (0x41efffffffe00000).
QUESTION
I have created a mandelbrot set in javascript which uses the gpu but because javascript decimals are not so accurate when I zoom in to much the screen goes pixely. If i were programing it on the cpu it would not be so hard but because I am using gpu.js I cant use strings and therefore no decimal libraries I know.
I only want to increase the accuracy, not make it endless.
Is there any way to create a more precise float with multiple floats (I can not use strings because of the library's limitation) so that I can:
- multiply
- add
- use powers
ANSWER
Answered 2018-May-31 at 07:06googling : gpu and "arbitrary precision" shows IMHO that this problem is not solved now.
So you can:
- write your own library
- use CPU arbitrary precision libraries
QUESTION
I'm new to the area of geometry generation and manipulation and I'm planning on doing this on an intricate and large scale. I know the basic way of doing this is like it's shown in the answer to this question..
...ANSWER
Answered 2018-May-31 at 07:04As ThJim01 mentioned in the comment, THREE.BufferGeometry
is the way to go, but if you insist on using THREE.Geometry
to initialize your list of triangles, you can use the BufferGeometry.fromGeometry function to generate the BufferGeometry from the Geometry you originally made.
QUESTION
For testing a game art style I thought of, I want to render a 3D world in pixel-art form. So for example, take a scene like this (but rendered with certain coloring / style so as to look good once pixelated):
And make it look something like this:
By playing with different ways of styling the 3D source I think the pixelated output could look nice. Of course to get this effect one just sizes the image down to ~80p and upscales it to 1080p with nearest neighbor resampling. But it's more efficient to render straight to an 80p canvas to begin with and just do the upscaling.
This is not typically how one would use a shader, to resize a bitmap in nearest neighbor format, but the performance on it is better than any other way I've found to make such a conversion in real time.
My code:My buffer for the bitmap is stored in row major, as r1, g1, b1, a1, r2, g2, b2, a2...
and I'm using gpu.js which essentially converts this JS func into a shader. My goal is to take one bitmap and return one at larger scale with nearest-neighbor scaling, so each pixel becomes a 2x2 square or 3x3 and so on. Assume inputBuffer
is a scaled fraction of size of the output determined by the setOutput
method.
ANSWER
Answered 2018-May-24 at 06:26I think the function should look like:
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