Questions tagged [gpu]

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Optimizing compute shader with thread group shared memory

I'm currently learning compute shaders and I'm trying to write an optimized Game Of Life. I have a first version working that uses a Shader Storage Buffer Object. I dispatch a thread per cell I want ...
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36 views

GPU accelerated 2D graphics library with signed distance functions

I want to create my own 2D graphics library using signed distance functions where everything is drawn on the GPU. Browsing the web I quickly found Inigo Quilez website that describes how to draw basic ...
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46 views

What modern C++ Unit Testing Framework do you use for highly parallel image, 3D and higher dimensional matrix processing workloads? [closed]

Most of the existing open-source libraries such as OpenCV, Tensorflow, and Pytorch use Google Test. I would like to know about strong alternative testing frameworks that thrive under a similar ...
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104 views

UE 5 - How does Nanite work?

From the UE5 revelation video: There are over a billion triangles of source geometry in each frame, that Nanite cruches down losslessly to around 20 million drawn triangles. How does this work? ...
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1answer
35 views

Do we have OpenGL shaders write out the intermediate *.o-esque file on first compile so that we can skip compiling them in run-time every single time?

Shaders get compiled during runtime every single time an app starts. I understand the reasoning for this is that there are so many GPU architectures out there that it does not make sense to ship pre-...
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24 views

Visualizing auras around clusters of points

For a real-time application I am trying to add glow to a few hundred points. These points are more like 2D circles of various small sizes on the screen. These points are supposed to be like balls of ...
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61 views

Queue from a family queue that supports presentation doesn't work [Vulkan]

I'm following this tutorial on Vulkan and I tried to see if it actually worked with different queues for drawing and presenting the image of the triangle. My GPU supports presentation with every queue ...
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1answer
114 views

Sending programs from CPU to GPU

How does a CPU know which piece of code should be executed on GPU (i.e how to recognize whether a code is shader or not) and how is it been sent to GPU VRAM?Is it via DMA?
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31 views

After making any 3D model using Opengl how to export it's data in .dae file?

I'm trying to make simple 3d modeling program in c++ with Opengl. So I don't know how to transfer/convert/export or save data of 3D model in .dae file. NOTE:- 3d model is made using Opengl ...
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3answers
141 views

Latency difference between texture copy on GPU vs CPU?

Does anyone happen to know the latency difference between copying a texture on cpu (using, say, memcpy) compared to gpu (using, say, ...
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1answer
47 views

Performance of particle implementation

I am about to implement the renderer for a simple particle system. Every particle has to be updated every frame (position, rotation, scale) and so I was wondering which way is usually faster: ...
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1answer
213 views

Double buffering always necessary?

Question from the graphics newbie: What I know by now is that "usually" double buffering is used: You calculate the content of frame x+1 while frame x is shown on the screen, if you want to achieve ...
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1answer
106 views

Tessellation Speed in terms of interpolated points per second

For a research project, I have written a Tessellation Shader to interpolate solution points of a 3-Dimensional mathematical equation. Therefore I don't use any techniques for displacement, I merely ...
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1answer
347 views

Is it possible to do color conversion on decoded video without getting it from GPUmemory to CPU memory?

Decoding video will result in different pixel formats on different GPUs and drivers. I have an application which can render (using OpenGL), only the RGB8 pixel format, therefore I need to do color ...
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81 views

Software Rendering Display Latency

I've been doing some reading as to how to reduce input delay on modern computing devices. A lot of my understanding from this comes from the VR research paper by Carmack explaining the numerous ...
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1answer
681 views

Is vkCmdPushDescriptorSetKHR efficient?

I am new to Vulkan. Compared to DX12, the resource binding procedure seems a little bit complicated. In terms of per draw call uniform buffers, I currently have two approaches in mind, and they both ...
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0answers
23 views

Should I use common resource bindings across all my shaders in HLSL/D3D12?

Will unaccessed bindings consume cache or bandwidth? I want to improve cache usage by splitting the per-path information in my renderer across different resources, but I also want to keep my binding ...
2
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1answer
457 views

Floating Point Operations in Line Drawing Algorithms

When it comes to line drawing, DDA is the simplest and most intuitive algorithm, the core idea being: compute the slope of the line for every increment in x, increment y by the slope However, DDA is ...
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1answer
168 views

How can I control memory for command allocators and command queues in D3D12?

The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without ...
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1answer
96 views

What does GPU serialized mean?

With GPU isolation : multiple processes use the single GPU will be serialized, cause OOM easily link https://www.slideshare.net/mobile/Hadoop_Summit/deep-learning-on-yarn-running-distributed-...
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1answer
258 views

How much does driver quality affect Vulkan and DX12 compared to OpenGL and DX11?

Considering the fact that Vulkan and DX12 delegate most of the memory management / work scheduling tasks to the application itself, how much do drivers affect performance? To put my question into ...
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1answer
720 views

Do I need separate Graphics and Transfer commands?

I was following this tutorial on Vulkan https://vulkan-tutorial.com/Vertex_buffers/Staging_buffer and I decided to do this bit: The buffer copy command requires a queue family that supports transfer ...
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2answers
1k views

Why are oct trees so much more common than hash tables?

When reading papers I commonly find Oct tree implementations of geometry representations to sort the data. However whenever I think about the problem hash tables seem better overall. Hash tables have ...
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1answer
63 views

What objects do get loaded into GDDR?

I currently have a 4K monitor and want to buy a new graphics card. My choice would either be the RTX 2080 or the RTX 2080 Ti. Now I need to know which one I really need. The Ti variant has 12 GB of ...
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0answers
57 views

Does MRG32k3a compare well with PCG and Xorshift256*?

I've been using standard 32-bit Xorshift in my GPU path-tracer for a while, following Nathan Reed's approach with hashed seeds and decorrelated state. I (finally) discovered today that Xorshift is ...
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2answers
685 views

Is it possible to emulate Vulkan on a non Vulkan compatible gpu?

I don't think there is much to explain here, since the question is pretty much in the title, but i'll try to explain myself better: My current laptop's gpu does not support Vulkan, so i was wondering ...
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2answers
349 views

Difference in pixels between different monitors' sizes

If I have an image of x/y resolution and display it on a monitor, does this mean that between a 15-inch monitor and a 42-inch, the same amount of pixels (x/y) will be displayed, only that each pixel ...
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0answers
59 views

Evenly distributed point cloud for a grass renderer on a sphere

I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (...
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1answer
615 views

Procedural terrain: What's the best approach to calculate noise in the GPU?

A few years ago I started creating a procedural planet engine/renderer for a game in Unity, which after a couple of years I had to stop developing due to lack of time. At the time i didn't know too ...
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1answer
164 views

Same draw call causing extremely different GPU usage under different triangle orders

So I have a bit of a predicament I am trying to solve. I have 10,000 triangle strips I am trying to draw. Each one has a z-order for the entire strip and within each strip the most recent triangles ...
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1answer
323 views

Using multiply and accumulate of 4x4 matrices for ray-triangle intersection tests on GPU

Is it possible to gain performance boost using new 4x4 MAD from NVIDIA'a tensor cores for ray-triangle intersection tests? Really there are two questions: Is it possible to modify some of the ray-...
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1answer
115 views

Why isn't multi-gpu handled by the driver?

I hope I'm not off topic here, but this seemed like a good place to ask something like this. I've been hearing about SLI and Crossfire for a long time and how support for it is lacking. I never ...
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2answers
3k views

Can I use my phone's gpu as an external gpu for my laptop?

My phone is Sony Xperia XZ1 Compact which has Adreno 540 as gpu. My laptop's gpu is NVIDIA GeForce 940MX 4GB which seems to be much worse than my phone's gpu. My PC's OS is Ubuntu 16.04.
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4answers
6k views

What does GPU assembly look like?

I have played around with CPU assembly programming like Nasm, Tasm or Masm, but I'm really curious to know how GPU works now. However, i'm quite confused when I look on internet. I've heard about Cuda ...
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0answers
101 views

How do modern GPUs handle branching instructions in shader code?

It has often been recommended to avoid branching conditions in shaders. Why? What happens exactly in modern GPUs in that case? Is it still recommended to avoid branching?
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1answer
226 views

How to estimate what GPU (2D/3D/none at all?) is necessary?

I have to do some operations on 2D grayscale images. The "normal" stuff like moving, alpha blending and resizing, but also "3D like" operations: Perspective projection, rotation around any axis (x, y, ...
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1answer
171 views

Distorted OpenGL graphics in certain models of Intel GPUs under Windows; possible causes?

I'm not sure this is the best place to post this, but it definitely seemed more appropriate than programming. I'm one of the developers of Performous, essentially a karaoke (and instruments) game. We ...
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0answers
213 views

Using GPU instead of CPU in Scala

I wrote a program that displays points expressed in 3D in a 2D canvas, using perspective projection. The aim is to display a cube. Each face of the cube is drawn by linearly interpolating the points ...
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1answer
133 views

If I have more than enough memory, can it still be beneficial to use compressed textures?

I'm wondering whether some of you would have tested and seen quite a difference in using a compressed texture even when the OpenGL environment does not need saving any memory (i.e. the card has more ...
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0answers
112 views

Reference Book on GPU Drivers Architectures [closed]

What is a good book to be used as a general reference about the architectures of GPU drivers? Example of sections I would be looking for: - Theoretical descriptions of how drivers might or should work....
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109 views

What techniques are used to build ray intersection acceleration structures on the GPU?

What improvements and alternatives have been developed since HLBVH was introduced in the 2010 paper HLBVH: Hierarcihcal LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry by J. Pantaleoni ...
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0answers
143 views

Vulkan's vkEnumeratePhysicalDevices does not detect Radeon GPU

I am on a ubuntu 16.04 machine with a Radeon HD 8670M card. I had installed the examples provided by LunarG on their github repo and they compiled and executed successfully. To teach myself how to ...
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0answers
95 views

Efficient operations on polyhedra

I currently perform several operations on polyhedra with cgal. These operations include Union of two or more polyhedra Difference of two or more polyhedra Intersection of two or more polyhedra ...
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2answers
297 views

How did the hard, accurate shadows, work in early 3d (2000 - 2004) games?

I've been hunting around the internet for a while now, and I can't find anything about the specific shadow technique that I'm looking for. I can only recall one game in particular that used it, and I ...
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1answer
459 views

How many GPUs can you simultaneously output from using a single PC?

I'm aware that it's technically possible to connect a large number of GPUs to a PC for mining purposes https://www.pcgamer.com/asus-has-a-motherboard-that-supports-up-to-19-gpus/, but how many of ...
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1answer
117 views

“How does the Shadow of The Colossus's™ proprietary (Sony's) engine perform its seamless long distance rendering?”

"How does the Shadow of The Colossus™ engine perform its seamless long distance rendering?"
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0answers
265 views

Is Nvidia's delta color compression supported in CUDA, or with DirectX UAVs?

Nvidia discusses their lossless delta color compression is on its fourth generation in Pascal, and that it transparently saves bandwidth behind the scenes for rendering workloads. AMD has a similar ...
5
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1answer
452 views

Why sending data from gpu to cpu is slower than cpu to gpu?

Why sending data from gpu to cpu is slower than cpu to gpu? I heard the relation is similar to network situation, in detail, the upload is slower than download. However, I could not understand the ...
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1answer
132 views

What mechanisms are being used by Directx12 and Vulkan APIs in order to communicate with graphic card drivers internally?

I am trying and learning to develop a low level graphics API. I want to know, how do modern graphics APIs manage to communicate with graphic card drivers (to tackle GPU) so efficiently and in an ...
9
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2answers
533 views

The most performant way to organize vertex data on modern GPUs

Say I have a model made up of vertices, each with position, normal, tangent, and ...