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Questions tagged [gpgpu]

General purpose graphics processing unit. Allows offloading of parallelizable computational tasks to the GPU.

0 votes
0 answers
89 views

I've been attempting to modify this example project https://github.com/keijiro/ComputeMarchingCubes I'm trying to repurpose it to build terrain. After the Update() ...
Jimmy Diddler's user avatar
0 votes
0 answers
235 views

I built a small game engine using OpenCL and SDL2 but it's not running really fast compare to Vulkan and OpenGL. I wrote rasterization code, but when I did some research Vulkan and OpenGL use hardware ...
is code's user avatar
  • 31
2 votes
2 answers
1k views

I'm currently working on a dual contouring implementation for which I want to create procedural terrain based on layers of noise. Both, the terrain generation and the mesh creation via dual contouring ...
Tuntenfisch's user avatar
1 vote
1 answer
599 views

Hi^^ i am trying to read data in resource, which i used to do well without any problems. but suddenly it is not working. first i made immutable resource that has data in it, which is ...
KIM CHANGJUN's user avatar
6 votes
0 answers
92 views

I'm testing on adding some OpenCL code in my game, but I only have a single Nvidia card & I'm not sure the code will run normally on other platforms. Is there any way to make sure my code runs ...
ravenisadesk's user avatar
1 vote
1 answer
171 views

The GPU's primary purpose, obviously, is to render the scene. However, if we use compute capabilities on the very same GPU, how do we partitition and control these calls such that they do not ...
Engineer's user avatar
  • 30.4k
1 vote
1 answer
1k views

Let's say I have one compute shader A which writes to an SSBO, and then a second compute shader B which reads from the same SSBO. Do I need to do anything special to ensure that A has finished ...
avl_sweden's user avatar
0 votes
2 answers
3k views

I took this right down to the absolute most basic scenario but for some reason I can't get anything back from the GPU when this completes, could someone explain what I am doing wrong ... Here's my ...
War's user avatar
  • 1,703
2 votes
1 answer
1k views

I know that it's possible to see if a line segment or a swept shape (to make a "fat" line segment) intersects objects using MPR and GJK. Is it possible in those situations to find out the distance ...
Alan Wolfe's user avatar
  • 2,373
3 votes
1 answer
226 views

I've implemented MPR on the CPU and in pixel shaders (long story!) and there seems to be unavoidable conditional loops both to find the starting portal as well as to find the final solution. I know ...
Alan Wolfe's user avatar
  • 2,373
1 vote
2 answers
2k views

Introduction This question is specific to GPU programming. It's not primarily about the game idea. However, to better understand the question i will detail what it is i want to achieve in my game. ...
Cadde's user avatar
  • 129
1 vote
1 answer
454 views

What's the relation between Teraflops and Threads in a GPU like GTX Titan X has 7 TFOPS of Compute Performance but how many threads it has ? And Like Xbox and PS4 have 1.32 and 1.84 TFLOPS of compute ...
shader's user avatar
  • 13
2 votes
1 answer
6k views

I am using D3D11 on D3D10 hardware, trying to get a very simple compute shader to run (my hardware supports cs_4_0). What is the best way to pass data to the compute shader? I've seen some samples ...
Ziuck's user avatar
  • 23
5 votes
2 answers
2k views

What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all ...
AkiRoss's user avatar
  • 411
10 votes
1 answer
9k views

With the availability of compute shaders for both DirectX and OpenGL it's now possible to implement many algorithms without going through the rasterization pipeline and instead use general purpose ...
TravisG's user avatar
  • 4,442

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