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BrookGPU: General Purpose Programming on GPUs

An anonymous reader writes " BrookGPU is a compiler and runtime system that provides an easy, C-like programming environment (read: No GPU programming experience needed) for today's GPUs. A shader program running on the NVIDIA GeForce FX 5900 Ultra achieves over 20 GFLOPS, roughly equivalent to a 10 GHz Pentium 4. Combine this with the increased memory bandwidth, 25.3 GB/sec peak compared to the Pentium 4's 5.96 GB/sec peak, and you've got a seriously fast compute engine but programming them has been a real pain. BrookGPU adds simple data parallel language additions to C which allow programmers to specify certain parts of their code to run on the GPU. The compiler and runtime takes care of the rest. Here is the Project Page and Sourceforge page."

85 of 275 comments (clear)

  1. High Performance for General Purpose? by tempfile · · Score: 3, Interesting

    I suspect that this high performance is only attainable for the field the GPU is specialized for, i.e. graphics-related things. Or isn't it?

    1. Re:High Performance for General Purpose? by fidget42 · · Score: 4, Informative

      Actually, since "graphics-related things" are all matrix operations, this would turn the GPU into a high-end vector (matrix) engine.

      --
      The dogcow says "Moof!"
    2. Re:High Performance for General Purpose? by Anonymous Coward · · Score: 5, Insightful

      "graphics-realted" things include things like floating point mathmatics, linear algebra, and vector operations. If you are doing anything computationally intensive, this might be usefull. You don't have to actually use the hardware to do anything graphical if you are just interested in turning numbers.

    3. Re:High Performance for General Purpose? by JonnyRo88 · · Score: 2

      Arent several cryptography operations related to matrix manipulation?

      --
      The Ro Factor - Jeep/Linux Weblog
    4. Re:High Performance for General Purpose? by Total_Wimp · · Score: 3, Interesting

      I can't help but notice the similarity between shader operations and how neurons interact. These processors might be a good platform for some AI tasks.

      I especially like the idea that the GPU and CPU can work together on the task. If the GPU was handling neuron tasks and the CPU was handling other necessary tasks we could get a very big boost to desktop AI

      TW

    5. Re:High Performance for General Purpose? by BrainInAJar · · Score: 4, Interesting

      would the percision be enough though? as far as i know, GPU's do a lot of rounding off

    6. Re:High Performance for General Purpose? by Anonymous Coward · · Score: 3, Informative

      NVIDIA's parts are OK, precision wise. You get IEEE floats, more or less. ATI's parts don't quite get you there are the moment, but their next series is planned to.

    7. Re:High Performance for General Purpose? by sql*kitten · · Score: 2, Insightful

      as far as i know, GPU's do a lot of rounding off

      It depends. If you have a gaming card, it will sacrifice precision for speed to hit its price. If you're rendering 100 fps in a game and in a couple of noncontiguous frames the walls don't quite line up, no big deal. But a professional CAD card, speed is sacrificed for precision - the risk of an engineer making a mistake or failing to spot one in an assembly alignment because of rendering artefact is too high.

      In practice, a CAD card is just as fast as a gaming card, it just costs 5x as much (or more). Still, if your computation was well suited to matrix multiply and add (even a modest GPU will spank a good CPU at this) it might still be worth it.

    8. Re:High Performance for General Purpose? by Directrix1 · · Score: 3, Interesting

      Yes, anything computationally intensive that works over a range of data can usually find a parrallel solution. Such as image/video manipulation/encoding/decoding, encryption, and cracking (and hopefully this will give us a platform for better software RF). I've always wondered why this stuff didn't just become worked into a coprocessor. Because very little new stuff actually happened that was directly related with the video card (as in taking output from the machine and displaying it on a screen). I think the card manufacturers saw this, so they jumped on the 3d acceleration bandwagon toting it as a new video card feature, when it should've just been in the domain of a new math coprocessor.

      --
      Occam's razor is the blind faith in the natural selection of least resistance and in universal oversimplification. -- EF
    9. Re:High Performance for General Purpose? by axxackall · · Score: 3, Insightful
      Matrix and vector calculations with floating point makes GPU as a very excelent place to host Neural Network (NN) computation.

      Of course NN can be used for "graphics-related things", such as image recognition, but not only image, for example voice recognition. And not only recognition, for example forecasting on huge sequences with explicit and implicit (hidden) side-factors.

      Stock market trader on GPU, anyone?

      --

      Less is more !
    10. Re:High Performance for General Purpose? by Viking+Coder · · Score: 2, Informative

      Nope.

      Those are 4-component (RGBA) types, with 32, 16, and 24 bits per component, respectively.

      None of them are enough for double floats, and none of them are good enough for 80-bit reals that x87 uses.

      --
      Education is the silver bullet.
  2. Cool, but by MooCows · · Score: 3, Interesting

    What kind of instructions does the GPU actually accept?
    I mean, you probably just can't run any kind of algorithm on there can you?

    --
    The path I walk alone is endlessly long.
    30 minutes by bike, 15 by bus.
    1. Re:Cool, but by scrytch · · Score: 3, Informative

      > I mean, you probably just can't run any kind of algorithm on there can you?

      Probably. I should imagine it has local storage with the corresponding fetch and store instructions, basic math, and ability to jump to arbitrary points in the shader program, which makes it very much turing complete. Everything else is a matter of a compiler backend. Bus latency would be an issue, so it'd be painful for programs that need a lot of I/O, but that's not an issue for a lot of programs.

      --
      I've finally had it: until slashdot gets article moderation, I am not coming back.
  3. Basically like having two processors... by Anonymous Coward · · Score: 4, Interesting

    I wonder how long till we see a (insert worthwhile cause here)-At-Home client that supports this?

    1. Re:Basically like having two processors... by Chordonblue · · Score: 2, Interesting

      Yeah, I remember that! Lucasfilm used it to animate a mothership in 'Rescue on Fractalus' (itself a marvel of tech for the Atari) while the game loaded. The were cool (de)compression routines that harnessed this as well.

      I also seem to recall certain music pieces that could play extra parts by blanking the screen. There was also a really cool 9 second sample of 'You really got me' - the Van Halen version - and it blanked the screen to play it.

      Wow! Them were the salad days!

      --
      "...Well, there's egg and bacon; egg sausage and bacon; egg and spam; egg bacon and spam; egg bacon sausage and spam..."
    2. Re:Basically like having two processors... by cybergibbons · · Score: 3, Interesting

      Ha! The C64 disk drive had it's own processor which you could use to run programs as long as you could deal with the painfully slow serial link. Beat that.

  4. Cool ... by torpor · · Score: 5, Interesting

    ... can you say 'software synthesists' wet dream?

    Oh, suddenly, that 'game investment' also gives you a few 100 extra voices of polyphony?

    Sweet ... $5 to the first person to use Brooke to make a synthesizer. :)

    --
    ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    1. Re:Cool ... by usrusr · · Score: 2, Informative

      think fx not synth... just use it as a bad-ass real time convolver, and _then_ get wet.

      isn't it much more interesting to do things that were not possible before, than to just do the some thing, but in increased quantity? Also convolution is the single most universal operation in audio dsp (fir filters, reverb), one well-built plugin would suffice for everything. synth development creativity would certainly suffer from the increased development costs.

      --
      [i have an opinion and i am not afraid to use it]
    2. Re:Cool ... by torpor · · Score: 2, Interesting

      What does 'synth' mean to you?

      To me it doesn't just mean Virtual Analog, or subtractive... it can be anything that makes noise ... so yeah, filters, yeah, effects, yeah, a single monster filter...

      Its all good. Lets see what the GPU's can do ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
  5. first link is incorrect by 2.246.1010.78 · · Score: 5, Informative

    but the link to the project page is correct.

  6. Like the good old days by fiskbil · · Score: 5, Funny

    Reminds me of the good old days when you used the processors in the C64 tapedrive to compute stuff. Wouldn't want to waste those precious cycles.

    I'm sure a lot of old farts will tell me how they used some serial controller to compute stuff back in the 60's and that I'm just a little kid. :)

    1. Re:Like the good old days by Trracer · · Score: 3, Informative

      I guess you mean in the C1541 floppydrive.

      --
      English is not my first language, so cut me some slack -: Om du kan lasa det har sa kan du Svenska :-
    2. Re:Like the good old days by tzanger · · Score: 3, Informative

      Reminds me of the good old days when you used the processors in the C64 tapedrive to compute stuff. Wouldn't want to waste those precious cycles.

      Actually it was the old 1540/1541 and later 1571/1581 disk drives. The tape drive did not have a processor in it.

  7. wait a minute by Janek+Kozicki · · Score: 5, Interesting

    A shader program running on the NVIDIA GeForce FX 5900 Ultra achieves over 20 GFLOPS, roughly equivalent to a 10 GHz Pentium 4.

    wait, if there is a technology that allows construction of GPU that is 3 times faster than the fastest CPUs, why Intel and AMD do not use this technology to build those 3times faster CPUs?

    are you sure that you can compare the speed of GPU and CPU?

    --
    #
    #\ @ ? Colonize Mars
    #
    1. Re:wait a minute by MooCows · · Score: 2, Informative

      The keywords are:
      A shader program

      The GPU is designed for CG, not for 'general purpose computing'.
      I guess the instruction set is pretty limited too.

      --
      The path I walk alone is endlessly long.
      30 minutes by bike, 15 by bus.
    2. Re:wait a minute by AvitarX · · Score: 2, Informative

      You can compare there ability to run shader programs (see the example given).

      It does not mean you can use the GPU as a general purpose prossessor effectivly, or that it is even turing complete.

      All it means is that certain types of programs could possibly run 3 times faster if ported to this system.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    3. Re:wait a minute by ankit · · Score: 2, Informative

      Its probably because the Pentium 4 needs to be more generic. It needs to support a far greater number of instructions.

      A GPU on the other hand can do only so much. But its strength lies in areas where the CPU lags. Fast memory interfacing, extreme parallelization etc.

      Now there exist cmoputing problems that can be solved very efficiently on the GPU, even with its limited instruction set. This is what this project is all about - to provide a generic programming language that compiles to a vertex/pixel shader that runs on the GPU, but does non-graphics tasks. awesome!

      --
      Don't Panic
    4. Re:wait a minute by the+uNF+cola · · Score: 5, Informative

      You are assuming using the GPU technologies are possible in a CPU. Because something is applicable in one instance doesn't mean it is in all instances. Making some things efficient may take away from the efficiency of others, but in the case of such aa specialized chip, it may not matter.

      It may be ok to compare the speed of a GPU and a CPU if they are infact different. If a GPU was a CPU used with cheaper material, yeah, it would be unfair. But as life goes, they both have their merits.. so why not? A GPU is prolly best at some matrix math transforms.. or not. :)

      --

      --
      "I'm not bright. Big words confuse me. But Wanda loves me and that should be enough for you." - Cosmo

    5. Re:wait a minute by enigma48 · · Score: 5, Insightful

      Definately possible - general purpose CPUs have to do everything where graphics cards can specialize and do what little they can, faster.

      Also, good point about comparing GHz to GHz - AMD CPUs do more per cycle than Intel, but are also clocked much lower. You could look at a subset of instructions (ie: FLoating-point OPerations (FLOPS)) but this only gives you a piece of the overall performance picture.

      Without having read the article, my guess is they extrapolated (educated, math-based guess) how fast a 10GHz P4 would perform and compared the results that way.

      I'd LOVE to see this tech built into a SETI or Folding@Home client (steroids version). (Imagine the kids - "Mom, I need the Radeon 9800XT to find a cure for Grandma's cancer!")

    6. Re:wait a minute by Jah-Wren+Ryel · · Score: 2, Interesting

      All the world is not a FLOP. GPU = Graphics Processing Unit, not General Purpose Unit.

      --
      When information is power, privacy is freedom.
    7. Re:wait a minute by Entropy_ajb · · Score: 5, Informative

      Because CPUs are limited to running instructions (for the most part) in serial. GPUs get to run a large number of instructions in parallel. As some above posts mentioned, a lot of the stuff the GPU can do is vector and matrix multiplication, therefore the GPU is really good at multiplying a lot of numbers times a lot of numbers at once. But in everyday life you aren't multiplying a bunch of number times a bunch of numbers at once, you are multiplying one number time another, then multiplying the result times a number, and so on. GPUs are built to a specific task, and at that task they are very fast, but outside that task they won't be able to compete with a real CPU. And on top of all of that I can buy 3 2.4Ghz P4s for the price of a Geforce FX5950.

    8. Re:wait a minute by mdpye · · Score: 4, Interesting
      And on top of all of that I can buy 3 2.4Ghz P4s for the price of a Geforce FX5950

      But you forget the 256MB (at least) RAM on a steaming fast interface that you get with the GeForce... It makes the P4s' cache look pretty paltry in size by comparison.

      MP
    9. Re:wait a minute by Kjella · · Score: 4, Informative

      wait, if there is a technology that allows construction of GPU that is 3 times faster than the fastest CPUs, why Intel and AMD do not use this technology to build those 3times faster CPUs?

      are you sure that you can compare the speed of GPU and CPU?


      Well, yes and no. In the same way you can take a render farm and say that "this provides the equivalent of a 100GHz Pentium" Which might be true, for that specific task. You see it already between GPUs, compare Pentium, Xeon, Athlon XP and Athlon 64. Do you get one benchmark "X is 3% faster than Y"? No. Faster at some, slower at others. For a specific benchmark, the difference can be pretty big already among "general" processors.

      A specialized processor like a GPU will show much greater variation. It might really shine on some, really suck on others. Which is why it's no good using a GPU as a CPU. Those numbers tell you that it can be much faster than the fastest CPU around. Or better yet, if you can make it run in parallell to the normal CPU, give you a total performance which may theoretically be about 13GHz (10 + 3), where 3 of those can be general-purpose operations. Or it may be a task the GPU runs like a dog, and isn't even worth the overhead.

      Kjella

      --
      Live today, because you never know what tomorrow brings
    10. Re:wait a minute by barik · · Score: 5, Interesting

      Are you sure that you can compare the speed of GPU and CPU?

      Professor Pat Hanrahan, of Stanford University, made a stab at answering this question in his presentation 'Why is Graphics Hardware so Fast?'. The first half of the presentation focuses on this question, while the second half of the presentation covers programming languages that utilitize this hardware. Specifically, the Stanford Real-Time Shading Language (RTSL) and Brook are discussed. Overall, it's a good presentation that should get you up to speed with the basics of what's happening in this area of research.

    11. Re:wait a minute by SirDaShadow · · Score: 2, Funny

      2 words: X86 architecture. Everyone who hated it told you it sucks. Now you see why.

    12. Re:wait a minute by larkost · · Score: 2, Funny

      *arrrg*!!

      PowerPoint-like presentation... going dumb... noooooo...

  8. How does this look? by adrianbaugh · · Score: 5, Interesting

    I'm completely new to meddling with graphics card, so apologies if this is a silly question: when programs utilising the GPU for arbitrary calculations are running does the screen go weird, or is there a way of stopping the output being displayed? A screenfull of junk might not matter to a scientist leaving their computer to crunch numbers for a few months but it wouldn't be good for a general-purpose program.

    --
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    - JRR Tolkien.
    1. Re:How does this look? by Anonymous Coward · · Score: 5, Informative

      Nope. Nothing appears on your screen until the contents of the area of memory known as the "frame buffer" are rewritten by a program (on either the GPU or CPU). The GPU can execute math code all day and you won't see the results unless it deliberately modifies the frame buffer.

  9. I am not an EE, but... by unfortunateson · · Score: 5, Interesting

    It would seem to me that the GPU is not going to be as general-purpose as the CPU, but could still attain the high mathematical throughput with vector-oriented processing.

    Doing string searches, complex logic analyses, etc. would probably suck, but big data manipulations, such as SETI-style wave transformations, molecular analysis, etc., might be able to take advantage of them.

    --
    Design for Use, not Construction!
  10. A good example of how an OS should be programmed. by qualico · · Score: 2, Insightful

    "Brook is an extension of standard ANSI C and is designed to incorporate the ideas of data parallel computing and arithmetic intensity into a familiar, efficient language" I'll qualify that this is the first I've heard of Brook, however, the words: "efficient language", ring loud in my ears. If Operating systems were programmed as such, imagine how fast bootup and operation of a computer would be. Instead we have bloated software on all sides of the board, that can barely show us the differences of MHz to GHz machines. What century are we in again?

  11. Good point. by yoshi_mon · · Score: 4, Insightful

    After taking a quick peek at the language part of the project it seems right now that most of it's functions are all about sets of data and how to move them around.

    Makes sence of course as that is what a GPU is all about. (Yes I'm vastly over-simplyifying here.) So I would gather that it might be used for types of data that are streamed alot? Maybe used for video editing, real time video, etc where your trying to deal with a lot of data at once that your trying to move around and not just store or have to perform some more complicated types of functions upon.

    However, I'm no 3d programmer and I should would love a more detailed analysis of the potentals for this.

    --

    Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
  12. Fast Fourier Transform by HalfFlat · · Score: 3, Interesting

    I'd love to see an FFT implementation (maybe it's not so hard ... will have to download and play with it.)

    A lot of scientific code is constrained by how fast you can do an FFT, perhaps of arbitrary size. And a fast graphics card is a lot cheaper than a high-end processor.

    For embarassingly parallel vector problems, this is just the sort of thing for cheap, powerful clusters based around a cheap PC and a fast GPU.

    1. Re:Fast Fourier Transform by Kazymyr · · Score: 4, Interesting

      Not to mention that you can put several PCI video cards in the same cheap PC. Multiply power by N.

      --
      I hadn't known there were so many idiots in the world until I started using the Internet -Stanislaw Lem
    2. Re:Fast Fourier Transform by jonsmirl · · Score: 5, Informative

      http://www.cs.unm.edu/~kmorel/documents/fftgpu/

      The FFT on a GPU
      This page contains supplemental material for the following paper.

      Moreland, K and Angel, E. "The FFT on a GPU." In SIGGRAPH/Eurographics Workshop on Graphics Hardware 2003 Proceedings, pp. 112-119, July 2003.

    3. Re:Fast Fourier Transform by BiggerIsBetter · · Score: 4, Funny

      Multiply power by N.

      You work for Nvidia, don't you?

      --
      Forget thrust, drag, lift and weight. Airplanes fly because of money.
  13. Site is slow by Anonymous Coward · · Score: 2, Informative
    As the programmability and performance of modern GPUs continues to increase, many researchers are looking to graphics hardware to solve problems previously performed on general purpose CPUs. In many cases, performing general purpose computation on graphics hardware can provide a significant advantage over implementations on traditional CPUs. However, if GPUs are to become a powerful processing resource, it is important to establish the correct abstraction of the hardware; this will encourage efficient application design as well as an optimizable interface for hardware designers.

    Brook is an extension of standard ANSI C and is designed to incorporate the ideas of data parallel computing and arithmetic intensity into a familiar and efficient language. The general computational model, referred to as streaming, provides two main benefits over traditional conventional languages:
    • Data Parallelism: Allows the programmer to specify how to perform the same operations in parallel on different data.
    • Arithmetic Intensity: Encourages programmers to specify operations on data which minimize global communication and maximize localized computation.
    More about Brook can be found at the Merrimac web site which contains a complete specifications for the language.

    The BrookGPU compilation and runtime architecture consists of a two components. BRCC is the BrookGPU compiler is a source to source metacompiler which translates Brook source files (.br) into .cpp files. The compiler converts Brook primatives into legal C++ syntax with the help of the BRT, Brook RunTime library.

    The BRT is an architecture independent software layer which implements the backend support of the Brook primatives for particular hardware. The BRT is a class library which presents a generic interface for the compiler to use. The implementation of the class methods are customized for each hardware supported by the system. The backend implementation is choosen at runtime based on the hardware available on the system or at request of the user. The backends include: DirectX9, OpenGL ARB, NVIDIA NV3x, and C++ reference.
  14. The deaf leading the blind... by Kjella · · Score: 4, Informative

    ...but I assume that in any advanced texturing/shading/bump mapping/other GFX function rendering, you apply all the different effects, and when you're done, specifically call that the frame is to be displayed on screen. (E.g. why your FPS != your monitor refresh rate)

    I would assume that this program simply never calls the drawing function, but instead gets the results back from the GPU. The normal screen should be able to run in the meanwhile (I assume you can e.g. build a 3D environment while showing a 2D cutscreen), so I would think you can have a plain GUI, as long as it doesn't need to use anything advanced.

    Kjella

    --
    Live today, because you never know what tomorrow brings
  15. Homepage of GPGU research by zymano · · Score: 4, Informative


    www.gpgpu.org

    Very cool. Vector/Graphics processors could one day overtake General processors. They are way more energy efficient too.

  16. Drawing text with GPU shader units? by jonsmirl · · Score: 4, Interesting
    Has anyone tried drawing text with GPU shader units? It would work something like this:

    1) Each character would have it's own shader program.
    2) You would set the shader program, draw a rectange, and the character would appear.
    3) The shader programs would be automatically generated by processing TrueType files.

    To implement:
    1) Break Truetype outline up into a number of convex curve segments.
    2) Each of these curve segments would be represented as a set of constants in the shader program
    3) For each pixel, test a line from pixel to an edge.
    4) If the number of segments crossed is odd the pixel is black else white.
    The algorithm can be refined to add antialiasing and hinting.

    What you end up with is text that is clear at any resolution. The size of the text is controlled by the rectangle you draw it in. The text can also be clearly rotated and sheared.

    An obvious optimization is to get the GPU vendors to add a shader instruction to do the calculation for which side of the bezier curve segment the current point lies.

    While not important for games drawing text is critical for desktops. And we all know about the current trends to draw desktops with 3D hardware.

    1. Re:Drawing text with GPU shader units? by jonsmirl · · Score: 2, Interesting
      Think about a compositing system where the window the app is being drawn into has been transformed into a non-rectangular shape by the compositing engine.

      The app thinks it is drawing into a flat rectangle. But the compositing engine distorts the font bitmap with it's transform. With the shader approach the distortion doesn't happen. Same problem happens when the compositing engine does scaling.

      You only need one shader program per glyph not matter what point size you want to draw. There is a lot of overhead in managing the bitmaps for all of the different point sizes. These bitmaps can get quite big on a 4K by 3K resolution screen.

    2. Re:Drawing text with GPU shader units? by BiggerIsBetter · · Score: 2, Insightful

      Why not? Printers have been doing this for years... There's no reason you couldn't make a graphics card to display postscript in hardware.

      --
      Forget thrust, drag, lift and weight. Airplanes fly because of money.
  17. Brook by belmolis · · Score: 5, Insightful

    This looks like a straightforward and clean extension that experienced C/C++ programmers won't find difficult to learn, but it isn't entirely clear to me whether just using this language, without any knowledge of GPU architecture, will lead to big improvements in performance. Granted, you don't need to know the details, but you've got to have an idea of what it is that you're trying to do and in a general way how the special constructs of the language allow you to do that. As with other such language extensions, you can nominally write in the language but not really use the extensions (how many "C++" programs have you seen that were really C programs with // comments and a few couts?) or use them in unintended ways that prevent the intended optimization. It seems to me that if the project really is aiming at programmers who are not familiar with GPUs, they need at least to provide a brief introduction to the special properties of GPU architecture and some guidelines as to how to use the features of the language to take advantage of them. At present I don't find this either on the web sites or in the distribution.

  18. Excellent! by macemoneta · · Score: 2, Interesting

    I had submitted an AskSlashdot on this subject:

    2003-04-20 01:51:36 Using video processing as "attached processor" (askslashdot,hardware) (rejected)

    But as you can see it was rejected. I was particularly interested in the use of the GPU for cryptographic functions (e.g., with a loopback encrypted filesystem), to offload the processing from the main CPU. Is anyone aware of any work in this area?

    Is this even a viable implementation, or would the overhead of continually dispatching work to the GPU exceed the benefit derived?

    --

    Can You Say Linux? I Knew That You Could.

    1. Re:Excellent! by larkost · · Score: 3, Informative

      2.1 GB/s is very nice, but it only refers to transfers in one direction: to the card. There is a (much) smaller bandwidth back to the motherboard. This is because for their designed purpose, graphics cards do not need to talk back to the system much, they just crunch the numbers and spit out the results to a monitor.

      With encryption you are usually looking at processing streams of data. If your encryption method involves a lot of floating point math (almost never) on every bit of information, then it would be nice. But encryption is almost always integer based (GPUs don't' shine in integer like they do in floating point), and involves just as much data going in as coming back.

      If you are looking for a great (co) processor for integers, look at the Altivec section of the G4 (and the similar one in the G5.. I forget the IBM name).

  19. HP for GP?-AGP Bottleneck. by Anonymous Coward · · Score: 2, Interesting

    Wasn't there a Slashdot story about the slowness of reading back across the AGP bus? How will that affect the usefullness of GPUs?

    1. Re:HP for GP?-AGP Bottleneck. by Nexx · · Score: 5, Insightful

      WARNING: Lots of conjecture involved.

      That said, if you can fit your data sets and your program on to the video memory (128MB isn't uncommon on high-end), and you're doing lengthy calculations on these sets while being only interested in the results (again, not uncommon in HPC), then the relative slowness of reading these results back becomes a nonissue.

      Does that help? :)

    2. Re:HP for GP?-AGP Bottleneck. by Anonymous Coward · · Score: 2, Insightful

      In 12 months, AGP will be obsolete.

      It will be replaced by PCI-Express, which as a general purpose bus supposely won't have these issues.

    3. Re:HP for GP?-AGP Bottleneck. by skookum · · Score: 2, Informative

      Yes, the AGP -> main memory transfer rate of most video cards is abysmally slow, because it's not something that's needed for gaming. Maybe newer cards have changed, but I don't see why they would. background article

    4. Re:HP for GP?-AGP Bottleneck. by skookum · · Score: 2, Insightful

      You're missing the point completely. Main memory -> AGP is blazing fast, for the reasons you just stated. AGP -> main memory is painfully slow, because there's almost no requirement for much data to flow this direction. The result of %99.9999 of the output that the video card computes is displayed on the screen and then discarded with the next refresh.

  20. Research by dfj225 · · Score: 4, Insightful

    I've always wondered why certain research programs (like Folding@home or SETI@home) don't use this type of code. My GPU sees more free time than my CPU plus it would probably get the work done faster. Also, imagine the speed increase of utilizing both the GPU and the CPU to their fullest potential. Now thats some fast folding!

    --
    SIGFAULT
    1. Re:Research by BiggerIsBetter · · Score: 4, Interesting

      I (and presumably others) have asked some project leaders about this, but it seems to come down to testing and support of various cards. Also, remember that this is relatively unknown technology - Amiga blitting aside ;-) - you have to be pretty sure it's going to give accurate and consistent results before using it seriously. Find-A-Drug was my project of interest, and they have a Linux version too.

      --
      Forget thrust, drag, lift and weight. Airplanes fly because of money.
  21. I've always wondered when this would happen... by malakai · · Score: 2, Interesting

    But what I'm really looking forward to is a Physics specific processor that sits alongside the graphics processor, and is resposible for collisions detection.

    The last few SIGGRAPHS had numerous approaches using GPU's to detect collisions, in real-time, betwen complex volumes using only the GPU. With some minor tweaking, graphics manufacturers can make this 100x more efficent and easier to implement.

    With the 'shader' languages being able to create and modify meshesh now, procedurally, this is the best place to detect collisions (beaking back the mesh data to your motherboard so that your local CPU can figure out what collided, is not efficent).

    1. Re:I've always wondered when this would happen... by Animats · · Score: 3, Interesting
      But what I'm really looking forward to is a Physics specific processor that sits alongside the graphics processor, and is resposible for collisions detection.

      It's been done. The Havok game physics system is available for the Playstation 2, and the physics is running in the vector processors, where most of the PS2's compute power resides.

      Collision detection isn't that CPU-intensive. (This may surprise people not familiar with the field. But it's true. If collision detection is using substantial CPU time, you're doing it wrong.) Correct collision resolution is where the time goes.

      Physics code works better with double-precision FPUs. You need both dynamic range and long mantissas to do it well. Some of the game consoles, and most of the GPUs, only have single-precision FPUs. It's possible to make physics code work in single precision, but fast-moving objects that cover considerable distance may have problems.

  22. DSPs = linear equation processors by Doc+Ruby · · Score: 2, Interesting

    We used the AT&T DSP32, a 12.5MFLOPS DSP, 15 years ago at Array Technologies. Programmable in a native C source code, with multiply-accumulate (MAC) instructions optimized in microcode, the DSP32 was lightning fast at y = mx + b equations in its arithmatic logic unit (ALU), and its control logic unit (CLU) was also very fast at branching, including no-overhead looping. Linux runs on one of its many fascinating descendants, the Xilinx Virtex-2 Pro.

    --

    --
    make install -not war

  23. GPU opcodes by Anonymous Coward · · Score: 4, Informative

    Here is a Beyond3d link that has some opcode info. Look around their site for a NV30 vs R300 architecture document that has lots of great stuff. If you are looking for the best s/n ratio, Beyond3d is one of the best. All meat, little fanboyism.

  24. Nivida CG by Popsikle · · Score: 3, Informative

    Nvidia has this already!
    "About Cg The Cg Language Specification is a high-level C-like graphics programming language that was developed by NVIDIA in close collaboration with Microsoft Corporation. The Cg environment consists of two components: the Cg Toolkit including the NVIDIA Cg Compiler Beta 1.0 optimized for DirectX(R) and OpenGL(R); and the NVIDIA Cg Browser, a prototyping/visualization environment with a large library of Cg shaders. Developers also have access to user documentation and a range of training classes and online materials being developed for the Cg language."

    http://www.nvidia.com/object/IO_20020612_7133.html

  25. Re:The future is the past by Total_Wimp · · Score: 4, Interesting

    PCI-X can fix this data bus in other ways as well. Motherboards come with one AGP slot, but PCI-X can and will provide many expansion slots.

    Picture five high end GPUs on the motherboard eclipsing the single high-end cpu for a fraction of the price. Intel and AMD would be forced to cut the asking price of their products to compete. We could finally see some real four-way competition for "processors".

    TW

  26. remember those 3dfx tv ad's... by agent2 · · Score: 2, Funny
    Imagine the kids - "Mom, I need the Radeon 9800XT to find a cure for Grandma's cancer!"
    ...that went something like "we have the technology...blah...something....to save lives....but instead....we've used 'em for games!!"
  27. memory bandwidth is the key by peter303 · · Score: 2, Insightful

    Even though general purpose CPUs approach the flop rate of GPUs, you cant feed the memory for many data intensive computations fast enough. A GPU may give you 12 or so bytes of data per cycle, where very few commodity CPU buses can do that.

  28. GPU use for scientific programming. by kiniry · · Score: 4, Interesting

    Researchers at Caltech and other institutions have been looking at this for about three years. See "Sparse Matrix Solvers on the GPU: Conjugate Gradients and Multigrid" by Bolz, Farmer, Grinspun and Schroder (SIGGRAPH 2003), for example. The paper, illustrations, and movies are available from Dr. Grinspun's homepage. The primary problems with the approach at the time this work was done was the limited bandwidth of texture-related operations in OpenGL based upon improper assumptions in pipeline optimization.

    --
    Joseph R. Kiniry
    http://kind.ucd.ie/~kiniry/
    Lecturer
    UCD School of Computer Science and Informatics
    1. Re:GPU use for scientific programming. by echion · · Score: 2, Interesting

      The bandwidth limitations you highlight and the others mentioned in other papers by Grinspun are probably similar to quantum-computing limitations: e.g., in GPUs you can read some read-only registers, multiply/add them (in parallel) tons of times, and then write to some other write-only registers in the GPU; in quantum computing you can take some atoms whose state you knew, applying tons of (parallel) quantum operations, and then observing the results (so they're useless for more quantum computations).

  29. More speed for the Terascale cluster? by Anonymous Coward · · Score: 2, Interesting

    Weren't the Virginia Tech's G5 supercomputer nodes all equipped with standard ATI cards? If used right, there could be 1100 more processors to use...

  30. distributed.net by terminal.dk · · Score: 2, Interesting

    When will the new client be out for this platform ?

    I know my PC eats 20 Watts more of power when in 3D mode, but still, I want the faster agent :=)

  31. Crypto by Effugas · · Score: 2, Interesting

    We've talked a decent amount about doing crypto on GPU's. The fundamental issue is that such processors are massively optimized for operating on floating point numbers, and almost all crypto is integer based -- lots of bitshifts, MODs, and XOR's, only the latter of which this gear handles correctly. Even if the problem with getting data back off the card was solved, the card itself couldn't do the job.

    Indeed, I only know of one crypto hack that uses floats -- being from DJB, it's predictably brilliant. Basically, it's easy to compute the floating point error from a given operation, but computationally hard to find an operation that yields a given error. So you can effectively sign (or at least MAC) arbitrary content. Nice!

    --Dan

  32. Imagine a Beowulf Cluster... no, seriously by billstewart · · Score: 4, Interesting
    There's a cluster of Sony Playstations at UIUC (BBC) that's using the Emotion Engine to do numbercrunching and running Linux on the main processors to do communications and I/O. It's probably not strictly Beowulf, because it's using the Playstation version of Linux.

    This cluster has 70 Playstations (one article said that they'd ordered 100, but only 70 are in the cluster... Obviously the others are being used for "research".)

    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
  33. At Last!! by sryx · · Score: 2, Funny

    So now I can port my slow as tar software rendering engine to this and finally make my DOOM killer 3D Game a reality!

    Oh wait.. never mind

    -Jason

  34. Re:HP for GP?-Fakeout. by sql*kitten · · Score: 3, Informative

    I thought the real reason to get a *professional level* card is to get a guarantee of reliability

    Well, ISV certification - a CAD vendor will assert "with this card, our software produces no rendering artifacts".

  35. A real-world example - ray tracing by ron_ivi · · Score: 3, Informative

    http://portal.acm.org/citation.cfm?doid=566654.566 640
    http://www.theregister.co.uk/content/54/25312.html
    http://online.cs.nps.navy.mil/DistanceEducation/on line.siggraph.org/2002/Papers/13_GraphicsHardware/ purcell.ppt

  36. AT&T DSP32 Cluster Supercomputer in late 80s by billstewart · · Score: 2, Interesting
    The AT&T DSP32 definitely rocked. In addition to doing 32-bit floating point multiply and accumulate, it could simultaneously do 24-bit integer calculations. The supercomputer cluster was up to 128 of them (I forget if they were 8 or 16 per board), with communications structured as a tree, which could give you 1 GFLOPS sustained and up to 2 GFLOPS if you could keep them busy doing multiply-and-accumulate. Not bad for a desktop in the late 80s, though of course you can get that for $49 today:-)

    A typical application was to use a couple of the processors to do geometry while the rest crunched shading, or alternatively to do lots of FFTs for signal processing - the box was mainly designed for the Navy, and 32-bit floating point was more than enough precision given the A/D converters on sonar input.

    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
  37. My old AHA1542 had a Z80 - can I use that ? by anti-NAT · · Score: 2, Funny

    Would that speed up my processing ? Will I be able to play Half Life 2 on my Pentium now ?

    --
    The Internet's nature is peer to peer - 20050301_cs_profs.pdf
  38. How long until by Lord+Kano · · Score: 3, Funny

    Someone ports a GPU Linux and some asshole loads 8 PCI cards into his machine and maked a beowulf cluster inside of one case?

    --
    "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  39. Ray tracing with a GPU? by Angst+Badger · · Score: 2, Interesting

    So I have to wonder how much POVray could be sped up -- if any -- by modifying it so that suitable calculations were run on the GPU, in parallel, while the CPU took care of the rest.

    --
    Proud member of the Weirdo-American community.
  40. Re:AT&T DSP32 Cluster Supercomputer in late 80 by Doc+Ruby · · Score: 2, Funny

    We got our first boards from the developers of an antiaircraft RADAR signature decoder/sight. We wound up using DSP32Cs, 25MFLOPS as I recall, by late 1990. We had an EISA card (PCI was in the future) with an FPGA for linearly scalable pluggable DSPs. We had experimented with a transputer, but found we could use the DSPs to preprocess the video sensor data during calibration, and load custom logic and buses into the FPGAs for maximum efficency routing the data. When the company folded and reformed, the technology had evolved into a general-purpose FPGA imageprocessor, with scalable utility DSPs embedded in the hyperarray of FPGAs. The lead engineer went to Xilinx, which has consistently produced the most advanced FPGAs since then, including the Virtex-II line with embedded RISCs (PPCs).

    One DSP SW engineer I worked with at Array had come from the academic computational music world. He had hooked each DSP32's six parallel ports to the other members of a cube topology, with buses around the surface of the cube. The buses were connected to actual I/O buffers. Some of those were connected to input controls, like sensors on big cans, or tuned monochords, or hard rubber blocks. Outputs from the cube were hooked to output actuators, like solenoids strapped to gongs, motorized clappers against barrels, and rows of mallets aimed at piano keys. Musicians would bang their parts out on the inputs, with computed rhythms and "pitches" spewed out of the actuators. Keyboard/monitor stations allowed musicians on the parallel network to sample parametrized rhythms, sequences, timbres and other values in realtime from other musicians.

    The whole thing was totally insane, but then we were a Silicon Valley company in Oakland during the last recession that recruited exclusively musicians, philosophers, exhippie mathematicians, and yours truly (college dropout) as their mascot, for an imageprocessing startup. I've never been the same since, and the industry has yet to catch up with any of us.

    --

    --
    make install -not war

  41. GPU=DSP by mr.Spike+(edd+sonic) · · Score: 2, Informative


    Interesting, at least as GPU is realy a sort of DSP (Digital Signal Processor). And as i am deeply into both Audio and Brodaband signal processing hardware systems development, i find using those chips on the high performance video cards to be extremely useful in processing waveforms using the base of all of it - matrix calculations. It allows both FFT, iFFT, (of course DFTs and DCT and so on), as well es QMF, PQF filtring and synthesys.

    I could dream to do hi-fi vocoder out of video card - crasy but interesting! =)

    From the other hand, i think a little bit sceptical about all this, as it will not work even at half or third of its gflops performance, when not used for the "native application". This means it could, after some time and hellish efforts, show that "PAIN vs BENEFIT" ratio falls more and more to the pain side.
    I remember times i tryed to use 6510 cpu+8kbyts (dont remember exactly) ram inside c64 disk drive to process graphics in parallel with main pocessor. Efforts fell

    And from the thrid point of view -- see how intel processors suck (~flamebait;) - "price>performance" like allways. Any small embedded chip outrivals it.


    p.s.
    Still hold on for the coming of the FPGA ;) I will do some article asap and post it neaar there, about what we could do about free&open computing on open hardware, not using proprietary chips.

  42. Re:AT&T DSP32 Cluster Supercomputer in late 80 by billstewart · · Score: 3, Interesting
    Yes, they were 25 MFLOPS. The chip had a 12.5 MHz cycle rate (I think that was also the clock speed), and each cycle could do a 32-bit multiply, a 32-bit add, and a 24-bit simple integer operation (some integer ops took multiple clocks, I think?)

    Your music application sounds like fun. I didn't know anybody was still doing anything quite like that by 1990 - there was a whole range of people around John Cage's time who did lots of prepared piano stuff.


    Some of the people who were trying to sell our multi-processor supercomputer flavor came up with a music studio application, doing lots of audio processing and mixing, sort of like your device turned inside out. Don't know if they sold more than one of them before the Lucent spinoff took them away.

    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks