Tuesday 9 February 2016

LiquidVR SDK; GPUOpen is Here; ACL 1.0 Launch; HPC + tons

It's Time to Open Up the GPU—Introducing GPUOpen
GPUOpen is based on three principles: providing code and documentation to give PC developers more control over the GPU, a commitment to open-source software and collaborative engagement with the developer community. For more details, explore the many technical blogs.


 

Computing Solutions That Empower
Explore solutions that empower science, engineering and artistic creativity through high-performance GPU computing on the new GPUOpen Compute site. Discover how we have accelerated machine learning and molecular dynamics, plus many other applications.


 

The LiquidVR™ SDK Is Here!
LiquidVR provides a Direct3D 11–based interface that allows applications to access the following GPU features, regardless of whether the system has an installed VR device: asynchronous shaders, multi-GPU affinity, late-latching and GPU-to-GPU resource copies.


 

AMD ACL 1.0 GA Now Available
The AMD Compute Library general release is here! It includes new features and improvements over the Beta 2 version, such as the ability to perform in-place rectangular data transposes. Find out what else is new and get the download.


 
Are you a ninja programmer interested in assembly programming for the GCN ISA? Find out how the AMD developer community can help by checking out this thread at the this thread at the DevGurus forums.
CONFERENCE & EVENTS◢
GDC 2016
San Francisco, California
Mar 14-18, 2016

VR World
Bristol, UK
April 12, 2016

IWOCL 2016
Vienna, Austria,
April 19-21, 2016

SIGGRAPH 2016
Anaheim, California
July 24–28, 2016


TRAINING & EDUCATION◢
OpenCL Training in Munich with Acceleware


On-Demand Webinars & Tutorials – From AMD Developer Central

Visit AMD's Training Partners for more training options or to schedule a customized training session



Software Engineer
Markham, ON


Write Your Own DirectX® 12 GPU PerfStudio Plug-In
Through the GPUOpen initiative, AMD now provides an open-source access and build environment for the GPU PerfStudio DirectX® 12 plug-in. This environment can replace the one that shipped with the GPU PerfStudio public release.


 

Calculating Large FFTs in Memory-Constrained Systems
The new ACL clFFT library enables you to perform in-place rectangular data transposes. This feature can reduce the memory footprint of large FFT computations and extend the range of data sizes for FFTs within the hardware's memory constraints.


 

Maxing Out GPU Usage in nBodyGravity
How can asynchronous compute help you get the most out of a GPU? This blog explains the details using Microsoft's nBodyGravity sample.


 

Optimizing Vulkan™ and DirectX® 12 Performance
Make your game shine. This upcoming GDC 2016 presentation for game developers will review the capabilities of Vulkan™ and Microsoft DirectX® 12 programming.

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