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How do you include OpenCL in a QT Creator project.

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[C++/Qt] Performance de l'utilisation de QSharedPointer. Présentation Qt est un framework orienté objet écrit en C++ et permettant de faire des interfaces graphiques. Ce framework est utilisé par le projet KDE depuis ses débuts pour en faire un environnement de bureau très complet. Qt fournit un ensemble de pointeur intelligent permettant de gérer plus facilement la mémoire. Le but est alors de ne plus avoir à supprimer des objets. La suppression se fera soit par un pointeur intelligent soit par le système de hiérarchie d'objet existant en Qt (l'objet père qui supprime l'ensemble des objets fils qui lui sont rattachés). Qt propose l'ensemble des pointeurs intelligents suivants: QSharedDataPointer / QSharedData : ces deux classes utilisées ensemble permettent d'écrire un objet avec partage implicite.

Sommaire Utilisation de QSharedPointer A quoi sert-il ? L'objet QSharedPointer fait partie des pointeurs intelligents. QSharedPointer fonctionne par comptage de référence. La déclaration d'un pointeur en C, se fait en écrivant MyObject*. Benchmark. Qt 4.7: All Classes. Anyone here ever used Cygwin for opengl/c programming? [Flat] - TribalWar Forums. Getdate. Software optimization resources. C++ and assembly. Windows, Linux, BSD, Mac OS X. See also my blog Contents Optimization manuals This series of five manuals describes everything you need to know about optimizing code for x86 and x86-64 family microprocessors, including optimization advices for C++ and assembly language, details about the microarchitecture and instruction timings of most Intel, AMD and VIA processors, and details about different compilers and calling conventions. Operating systems covered: DOS, Windows, Linux, BSD, Mac OS X Intel based, 32 and 64 bits. Note that these manuals are not for beginners. 1.

This is an optimization manual for advanced C++ programmers. 2. This is an optimization manual for advanced assembly language programmers and compiler makers. 3. This manual contains details about the internal working of various microprocessors from Intel, AMD and VIA. 4. 5. All five manuals Download all the above manuals together in one zip file.

C++ vector class library File name: vectorclass.zip, size: 682404, last modified: 2017-Jul-27.Download. Book.dvi - ch6-preview.pdf. Learn C++ Spatial stochastic simulation: Topics by WorldWideScience.org. Sample records for spatial stochastic simulation from WorldWideScience.org Exploring the performance of spatial stochastic simulation algorithms International Nuclear Information System (INIS) Since the publication of Gillespie's direct method, diverse methods have been developed to improve the performance of stochastic simulation methods and to enter the spatial realm. In this paper we discuss a spatial ? -leaping variant (S?) Selecting features from spatial data for use in stochastic simulation Energy Technology Data Exchange (ETDEWEB) Rutherford, B.M.

InterSpread Plus: a spatial and stochastic simulation model of disease in animal populations. UK PubMed Central (United Kingdom) We describe the spatially explicit, stochastic simulation model of disease spread, InterSpread Plus, in terms of its epidemiological framework, operation, and mode of use. Stevenson MA; Sanson RL; Stern MW; O'Leary BD; Sujau M; Moles-Benfell N; Morris RS Gotway, C.A. Science.gov (United States) J. Besaw, L. Simulation. You need to know either Mathematica or Matlab (or both). Each program has its own tutorials, which are very good. But there are also a number of websites from other universities that have tutorials. Here are a couple that I think are particularly good: Brigham Young University has an exceptionally good set of Computational Physics courses. One course is an introduction to Mathematica and another to Matlab A course on Computational Physics from Ohio State University Introduction to MatLab from Brigham Young Java simulation of the Ising model.

A statistical mechanics course from UC Berkeley that has Matlab code for the Ising model. Statistical and Thermal Physics Simulations, text and other resources (useful for Ising model project). Gould: Ising model assignment. Some starter Matlab code for the Ising project. (1) student report on Ising model from Brandeis (2) student report on Ising model from Brandeis student report on Ising model from Swarthmore. Selected Papers on Noise and Stochastic Processes. Game Engine Architecture: Jason Gregory, Jeff Lander, Matt Whiting: 9781568814131: Amazon.com. Real-Time Rendering Graphics books Page. Game Engine Architecture, by Jason Gregory, A.K. Peters, July 2009. This book is about just that, how to make a professional-grade game rendering system, from soup to nuts. Eberly's two books are the previous notable works in this area, but are quite different than this new volume. While they focus almost exclusively on algorithms, this book attempts to cover the whole task of developing an engine: what to use for source control, dealing with memory management and in-game profiling, input devices, SIMD, and many other practical topics.

There is also algorithmic coverage of rendering, animation, collision detection and physics, among other areas. Naturally, the amount of information on each area is limited by page count (the book's a solid 860 pages), but in my brief skim it looks like most of the critical areas and concepts are touched on. GPU Gems 3: Chapter 7. Point-Based Visualization of Metaballs on a GPU. The tools, samples and other resources presented here are no longer under active development or support. While we continue to make them available to developers we do not recommend using them in new projects because future hardware features may not be supported. Sample Code NVIDIA Graphics SDK 11 This collection of DirectX 11 code samples is older than the GameWorks Samples.

This older release SDK includes a browser, code samples, detailed whitepapers, and videos. Get it here. Development Tools Cg Toolkit The Cg Toolkit allows developers to write and run Cg programs. Read More FX Composer FX Composer is no longer in active development and will not receive any further updates. v2.5 is the final release of this product. FX Composer 2.5 Sample Projects NVIDIA Shader Debugger NVIDIA Shader Debugger for FX Composer is no longer in active development and will not receive any further updates. v2.5 is the final release of this product.

NVIDIA ShaderPerf NVIDIA Shader Library Read More NVIDIA PerfHUD Read More. Graphics for Games; Game; Newcastle University. You are here: Newcastle University » Game » Masters Degree » Graphics for Games Skip to Content Newcastle University Game Graphics for Games These tutorials build on the knowledge gained from the module on Programming for Games, to provide training in programming graphics for video games. The lessons are based on the notion of learning to program via example. Module Information: Graphics for Games The tutorials in this module are: The code for the tutorials is required: Some videos of the christmas scenes, UFO scenes and island scenes produced during this module have been uploaded to Youtube. Game Technology Group School of Computing ScienceNewcastle University, Newcastle upon TyneNE1 7RU, United Kingdom. NeHe Productions - Everything OpenGL. GPU Gems 3 - Chapter 37. Efficient Random Number Generation and Application Using CUDA.

GPU Gems 3 is now available for free online! Please visit our Recent Documents page to see all the latest whitepapers and conference presentations that can help you with your projects. You can also subscribe to our Developer News Feed to get notifications of new material on the site. Chapter 37. Efficient Random Number Generation and Application Using CUDA Lee Howes Imperial College London David Thomas Imperial College London Monte Carlo methods provide approximate numerical solutions to problems that would be difficult or impossible to solve exactly.

However, a key component within Monte Carlo simulations is the random number generators (RNGs) that provide the independent stochastic input to each trial. In this chapter, we discuss methods for generating random numbers using CUDA, with particular regard to generation of Gaussian random numbers, a key component of many financial simulations. 37.1 Monte Carlo Simulations k/n, leading to p Example 37-1. 37.2 Random Number Generators Example 37-2. Chapter 3 » www.scratchapixel.com. The other advantage of ray-tracing is that, by extending the idea of ray propagation, we can very easily simulates effects like reflection and refraction, both of which are handy in simulating glass materials or mirror surfaces. In a 1979 paper entitled "An Improved Illumination Model for Shaded Display", Turner Whitted was the first to describe how to extend Appel's ray-tracing algorithm for more advanced rendering. Whitted's idea extended Appel's model of shooting rays to incorporate computations for both reflection and refraction.

In optics, reflection and refraction are well known phenomena. Although a whole later lesson is dedicated to reflection and refraction, we will look quickly at what is needed to simulate them. We will take the example of a glass ball, an object which has both refractive and reflective properties. Similarly, we must also be aware of the fact that an object like a glass ball is reflective and refractive at the same time. So let's recap. GLSL Random Generator | JeGX's HackLAB. Small noise / random function in GLSL: varying vec3 v; float rand(vec2 n) { return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); } void main(void) { float x = rand(v.xz); gl_FragColor = vec4(x, x, x, 1.0); } Noise function tested in GeeXLab (OpenGL 2): One Response to 'GLSL Random Generator' Leave a Reply.

Shader - Random / noise functions for GLSL. Untitled. Index of /me/courses. Bruits et nombres aléatoires cohérents. Bonjour à tous ! Si vous avez déjà essayé de générer un terrain, une texture de nuage ou de marbre, de simuler l'oscillation des herbes sous l'effet du vent, vous vous êtes vite rendu compte qu'il faut intégrer un facteur aléatoire à l'algorithme. Prenons par exemple la génération d'un terrain, sous forme d'une heightmap (donc un tableau bidimensionnel stockant l'altitude de chaque point de la carte). L'idée « naïve » qui vient souvent est de faire une double boucle et de remplir le tableau avec une fonction aléatoire rand(). Comme on s'en rend vite compte, les résultats ne sont pas très glorieux, on obtient de la neige comme sur les vieux postes de télévision. Pour avoir un effet cohérent, il faut préserver une certaine régularité dans les valeurs générées. La plupart des langages actuels fournissent des outils facilitant la génération de nombres aléatoires, mais si on veut quelque chose de cohérent, il faudra les retravailler soi-même.

Simulating Particle Effects using OpenGL | 3D Game Engine Programming. Particle Effect In this article I will demonstrate one possible way to implement a particle effect in C++ using OpenGL to render the effect. This demo uses the fixed function pipeline and the host processor (CPU) to perform the simulation. In this article, I will use OpenGL and GLUT to render graphics to the application window.

If you do not know how to setup an application using OpengGL and GLUT you can refer to my previous article titled [Introduction to OpenGL for Game Programmers] available [here]. Particles systems have been used extensively in games for many years. They are used to add visual flare and can simulate phenomenon that occur in nature such as dust, fire, water, or clouds. They are also used to represent unnatural phenomenon such as magical effects, or waves of geometrically shapped enemies attacking the player character in a rectangular space.

Geometry Wars - Particle Example There are several different types of particle effects that can be created. Opengl-tutorial.org | Tutorials for modern OpenGL (3.3+) Tutorial 1 : Opening a window | opengl-tutorial.org. Welcome to the first tutorial ! Before jumping into OpenGL, you will first learn how to build the code that goes with each tutorial, how to run it, and most importantly, how to play with the code yourself. No special prerequisite is needed to follow these tutorials. Experience with any programming langage ( C, Java, Lisp, Javascript, whatever ) is better to fully understand the code, but not needed ; it will merely be more complicated to learn two things at the same time. All tutorials are written in “Easy C++” : Lots of effort has been made to make the code as simple as possible.

You don’t have to know anything, but you have to forget everything you know about OpenGL. All tutorials can be built on Windows, Linux and Mac. Update your drivers !! Detailed procedures will now be given for each platform. Building on Windows Updating your drivers should be easy. In the Build menu, click Build All. Open C:\Users\XYZ\Projects\OpenGLTutorials\playground, and launch playground.exe. Building on Mac. Comparison of Nvidia graphics processing units. This page contains general information about Nvidia's GPUs and videocards based on official Nvidia specifications. DirectX version note[edit] DirectX version indicates which Direct3D graphics acceleration operations the card supports. OpenGL version note[edit] OpenGL version indicates which graphics acceleration operations the card supports. Field explanations[edit] The fields in the table listed below describe the following: Comparison tables: Desktop GPUs[edit] Pre-GeForce[edit] 1 Pixel pipelines : Texture mapping units : Render output units GeForce256 Series[edit] All models are manufactured with a 220 nm fabrication processAll models support DirectX 7.0 and OpenGL 1.2All models support hardware Transform and Lighting (T&L) and Cube Environment Mapping1 Pixel shaders : Texture mapping units : Render output units GeForce2 Series[edit] GeForce3 Series[edit] GeForce4 Series[edit] GeForce FX (5xxx) Series[edit] GeForce 6 (6xxx) Series[edit] Features[edit] GeForce 7 (7xxx) Series[edit] Features[edit]

CPU-to-GPU data transfers exceed 15GB/s using APU zero copy path. At the AMD Fusion Developer Summit (AFDS), AMD introduced the AMD A-Series processors, formerly known as the “Sabine” platform and “Llano” APU. The AMD A-Series APU is a capable GPU compute device, the A8-3850 with Radeon™ HD 6550D Graphics is capable of up to480 GFLOPS of performance. In order to fully benefit from this performance, it is essential to be able to transfer data efficiently between the host CPU and the GPU. In this blog I discuss the zero copy data transfer path that has been introduced to support the tighter coupling between CPU and GPU memory afforded by the APU architecture. As you may be aware, in the AMD A-Series APU the CPU and GPU share a common DDR3 memory, partitioning the memory between the CPU and the GPU. Unlike a discrete GPU, this means that data may be transferred more efficiently between the CPU and the GPU as there is no longer a constraint imposed by a PCIe bus. 1 A8-3800 with Radeon™ HD 6550D graphics, 8GB DDR3-1333.

[Qt] Problème de linkage avec glew. Note. GPU Gems 3 - Chapter 37. Efficient Random Number Generation and Application Using CUDA. Quick and Easy GPU Random Numbers in D3D11 – Nathan Reed's coding blog. Computer Graphics Programming Techniques and Ray Tracing Tutorials » www.scratchapixel.com. Recommended books and programming websites. FENS - Federation of European Neurosciences. Une introduction à CUDA. Une introduction à CUDA. OptiX - Moteur d’accélération d’applications.

La 3D avec le module OpenGL de Qt. La 3D avec le module OpenGL de Qt. Unity (moteur de jeu) TC Particles - Making special effects special again. C++ -> C#: What You Need to Know to Move from C++ to C# OpenCL - Kronos_page. OpenCL tuto_partial but good.