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Software optimization resources. C++ and assembly. Windows, Linux, BSD, Mac OS X

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.

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. 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 Stochastic simulation for imaging spatial uncertainty: Comparison and evaluation of available algorithms Gotway, C.A. J.

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

[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

Selected Papers on Noise and Stochastic Processes 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.

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. 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.

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. 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 A more realistic example of Monte Carlo methods is in finance. Example 37-1. 37.2 Random Number Generators

Quick and Easy GPU Random Numbers in D3D11 – Nathan Reed's coding blog In games and graphics one often needs to generate pseudorandom numbers. Needless to say, PRNGs are an extremely well-researched topic; however, the majority of the literature focuses on applications with very exacting quality requirements: cryptography, high-dimensional Monte Carlo simulations, and suchlike. These PRNGs tend to have hundreds of bytes of state and take hundreds of instructions to update. That’s way overkill for many more modest purposes—if you just want to do a little random sampling in a game context, you can probably get away with much less. To drive home just how much lower my random number standards will be for this article, I’m not going to run a single statistical test on the numbers I generate—I’m just going to look at them! The one on the left is a linear congruential generator (LCG), and on the right is Xorshift. Since D3D11 GPUs support integer operations natively, it’s easy to port these PRNGs to shader code. Wide and Deep We need another ingredient.

OptiX - Moteur d’accélération d’applications OptiX Offre du ray tracing interactif pour les solutions graphiques professionnelles Quadro Le moteur d’accélération OptiX offre aux applications actuelles un nouveau niveau de réalisme interactif en augmentant la vitesse du ray tracing sur les solutions graphiques professionnelles NVIDIA® Quadro®, à l’aide de l’architecture de calcul par le GPU NVIDIA® CUDA™. Certaines routines logicielles auparavant traitées en plusieurs minutes sont maintenant complétées en quelques millisecondes avec le moteur OptiX, ce qui permet aux concepteurs d’examiner de manière interactive les jeux de lumière, les reflets, la réfraction et les ombres dans des scènes magnifiques exécutées sur du matériel standard. Contrairement à certains outils de rendu figés ou limités, le moteur OptiX est une plateforme flexible de ray tracing permettant aux développeurs d’assembler rapidement leurs créations. Informations techniques

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. Similarly, we must also be aware of the fact that an object like a glass ball is reflective and refractive at the same time. Figure 9: using optical laws to compute reflection and refraction rays So let's recap. First we compute the reflection direction. Here is some pseudo code to reinforce how it works: « Previous Chapter Chapter 4 of 5 Next Chapter »

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