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Nvidia Showcases Tablets, Tegra 2 Platform - Reviews by PC Magazine - 1 views

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    "LAS VEGAS- Nvidia declared that 2010 is the year of the tablet at its CES2010 press conference, and went on to launch its latest Tegra 2 platform, running on a slew of them. The company wanted these tablets to have the performance of a PC, but have the energy efficiency of a cell phone. This is where the next generation of Nvidia's Tegra 2 comes in. It features a dual-core Cortex A9 processor-part of its eight independent processors, which also include a Geforce GPU. Nvidia claims Tegra 2 will have 10 times the performance of a smartphone, operating at only 500 milliwatts. So battery life will be far better than products based on Qualcomm's Snapdragon or Intel's Atom chips, according to Nvidia. "
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NVIDIA and University of Illinois Join Forces To Release World's First Textbook On Prog... - 1 views

  • The first textbook of its kind, Programming Massively Parallel Processors: A Hands-on Approach launches today, authored by Dr. David B. Kirk, NVIDIA Fellow and former chief scientist, and Dr. Wen-mei Hwu, who serves at the University of Illinois at Urbana-Champaign as Chair of Electrical and Computer Engineering in the Coordinated Science Laboratory, co-director of the Universal Parallel Computing Research Center and principal investigator of the CUDA Center of Excellence. The textbook, which is 256 pages, is the first aimed at teaching advanced students and professionals the basic concepts of parallel programming and GPU architectures. Published by Morgan Kaufmann, it explores various techniques for constructing parallel programs and reviews numerous case studies. With conventional CPU-based computing no longer scaling in performance and the world’s computational challenges increasing in complexity, the need for massively parallel processing has never been greater. GPUs have hundreds of cores capable of delivering transformative performance increases across a wide range of computational challenges. The rise of these multi-core architectures has raised the need to teach advanced programmers a new and essential skill: how to program massively parallel processors.
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    This, I want to read....
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Uniform Buffers VS Texture Buffers « RasterGrid Blog - 0 views

  • OpenGL 3.1 introduced two new sources from where shaders can retrieve their data, namely uniform buffers and texture buffers. These can be used to accelerate rendering when heavy usage of application provided data happens like in case of skeletal animation, especially when combined with geometry instancing. However, even if the functionality is in the core specification for about a year now, there are few demos out there to show their usage, as so, there is a big confusion around when to use them and which one is more suitable for a particular use case. Both AMD and NVIDIA have updated their GPU programming guides to present the latest facilities provided by both OpenGL and DirectX, however I still see that people don’t really understand how they work and that prevents them from effectively taking advantage of these features. Once, at some online forum, I found somebody arguing why is this whole confusion introduced by the Khronos Group and why there is no general buffer type to use instead and the decision whether to use uniform or texture buffers should be a decision made by the driver. This particular post motivated me to write this article.
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