Stack Exchange Network

Stack Exchange network consists of 174 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

Questions tagged [gpu]

The tag has no usage guidance.

1
vote
1answer
30 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 ...
5
votes
1answer
653 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 ...
1
vote
1answer
52 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 ...
4
votes
0answers
29 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 ...
0
votes
2answers
73 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 ...
4
votes
2answers
93 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 ...
1
vote
0answers
44 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 (...
0
votes
1answer
145 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 ...
6
votes
1answer
109 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 ...
4
votes
1answer
103 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-...
2
votes
1answer
59 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 ...
-1
votes
1answer
116 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.
1
vote
3answers
174 views

How does GPU assembly looks like?

Sorry for repost, my goal wasn't to be on the top of the list xd. I just thought this wasn't the good place for this question but finally, I don't really see where else I could post it if not here. ;) ...
0
votes
0answers
51 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?
4
votes
1answer
95 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, ...
0
votes
1answer
141 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 ...
2
votes
0answers
77 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 ...
3
votes
1answer
72 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 ...
1
vote
0answers
93 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....
4
votes
0answers
93 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 ...
1
vote
0answers
55 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 ...
1
vote
0answers
92 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 ...
5
votes
2answers
203 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 ...
1
vote
1answer
64 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 ...
-5
votes
1answer
70 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?"
3
votes
0answers
110 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 ...
6
votes
1answer
158 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 ...
3
votes
1answer
97 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
votes
1answer
189 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 ...
3
votes
1answer
176 views

Clipping for perspective projection

In the following two graphs, the red lines are borders of the perspective-projection frustum, the blue lines are to be rasterized, the green lines are perspective-projection lines, which are wrong. ...
1
vote
1answer
82 views

Process of compute shader in OpenGL

I'am curious about compute shader in OpenGL. Let's assume the number of points (vec4) is 900 and the work group size(= the number of work items) is 256 Then, We would have four work groups because ...
1
vote
0answers
325 views

YUV (NV12) Chroma subsampling while converting from RGB image

I convert RGB input to YUV 420 semi-planar output using compute shader.Luma plane is straightforward as it maps 1:1 with RGB dimensions. As we know, NV12 packs Cb and Cr into one plane, which means ...
1
vote
1answer
107 views

Should I prefer an AMD or Nvidia GPU for studying graphics programming, especially with respect to vendor specific debugging tools and ecosystem?

My current laptop has a fairly old Intel integrated GPU which was good enough for following simple tutorials. I am now keen on getting to grips with advanced techniques and newer APIs, and so I am ...
5
votes
1answer
286 views

The mathematics of two dimensional interpolation on a quad

I am trying to wrap my head around how exactly the GPU interpolates texture coords on a quad. I realize to the GPU a quad is two triangles but I find thinking in terms of the whole quad to be easiest. ...
3
votes
1answer
98 views

Handling GPU resource management

I recently finished the base implementation of a DX12 rederer and I started to think in ways of improving the performance. I think that one problem that my implementation has, is memory fragmentation, ...
6
votes
1answer
937 views

What is the difference in overlay and framebuffer?

I have been trying to understand display and graphics. I feel that it's hard to make a logical image of the terms. I understand this: Frame buffer is a dedicated memory that has the image/video/...
4
votes
0answers
152 views

What aspects of GPU architecture are computer graphics programmers expected to be intimately familiar with? [closed]

I am an aspiring CG programmer and would like to know what some of the more nuanced aspects of computer architecture are. I have already taken several introductory arch courses where we've covered ...
5
votes
2answers
274 views

Can a scene graph be stored in the GPU?

I am starting to learn WebGL. Can a scene graph be stored in the GPU? Or is that type of thing more for the main thread (or webworker)? For example, I want to calculate some layout, and apply it as a ...
2
votes
1answer
196 views

Can I use QueryPerformanceCounter to measure single draw or compute call performance?

I know I can use QueryPerformanceCounter for measure time for whole single frame. But can I when it comes to OpenGL draw or compute call? I always assumed that, as ...
1
vote
1answer
118 views

Is it Possible to send data directly to the GPU via a custom hardware interface?

Is it possible to directly bypass the CPU while transferring data to the GPU? could there be hardware which gives the GPU direct memory access to a data stream for real-time GPU processing and ...
6
votes
1answer
438 views

Do GPU performance improve when rendering at native or half resolution, compared to fixed scaling?

This might be an odd question, but I was wondering if you could improve GPU performance with games, comparatively, when using doubles/halves of the native resolution, instead of an odd ratio of that. ...
6
votes
1answer
273 views

What is the difference and/or relationship between the OpenGL SDK and the OpenGL GPU driver?

I'm brand new to OpenGL and graphics programming in general, and I'm trying to figure out what software I need to program a GPU. I saw an NVidia OpenGL driver, and I've also seen reference to the ...
13
votes
1answer
892 views

Why do GPUs still have rasterizers?

Despite advancements modern GPUs still have fixed rasterizers. Highly customizable, with programmable shaders but nevertheless not fully programmable. Why is that? Why can't GPUs be simply massively ...
5
votes
1answer
214 views

Where is the best place for Tangent-bitangent calculation, in shader or in C/CPP code?

I have two methods of calculating tangent and cotengent (needed for normalMap lighting calculation). The one is doing it from CPP code (with assimp library for example) The second is doing it ...
1
vote
0answers
81 views

Image cleaning - removing all regular shapes ( circles, squares, text, icons etc. )

I'd like an automatic method to clean images. I've been looking at the GIMP, and its command line (cli) interface, in scheme / lisp. It looks very promising, but I'm a complete novice, so I'd be ...
3
votes
0answers
78 views

What is a good algorithm, and framework, to calculate centres of gravity or mass (cog)?

I'd like to take an photograph, subdivide it into a tesselation, either of squares, or (ideally), hexagons, and then find the centre of gravity (or, if you prefer, centre of mass) of each cell of the ...
1
vote
1answer
309 views

Distributed parallel rendering in Gaming or VR rendering

VR rendering needs a lot of GPU power. VR SLI can help that. But, is it possible for us to use distributed parallel rendering technology to improve the performance dramatically? There is an open ...
10
votes
1answer
196 views

Why did AMD's putting an SSD on a GPU board reduce latency so much?

AMD have recently been in the news with an interesting Radeon Pro board with a couple of M2 SSDs on it. As some of the more detailed stories (here or here, for example) note, the benefits may ...
7
votes
1answer
149 views

What modern real-time rendering applications still use fragment shader depth writes / late-Z?

It is pretty well known that writing depth in your fragment shader generally disables "early Z" test/write optimizations that modern GPUs rely on for fastness. Nonetheless, APIs still allow it and ...
1
vote
1answer
102 views

How to ensure a fragment shader only runs once

I am trying to programmatically figure out how many "texture2d " calls the gpu can make before the fps drops below 60fps. My current way of doing this is to have a fragment shader with a for loop ...