GPU Gems 2 Gets Call for Participation
An anonymous reader writes "Following the publication of GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, NVIDIA has decided to produce a second GPU Gems volume in order to showcase the best new ideas and techniques for the latest programmable GPUs. Tentatively titled GPU Gems II: Techniques for Graphics and Compute Intensive Programming, NVIDIA is looking for innovative ideas from developers who are using GPUs in new ways to create stunning graphics and cutting-edge applications. GPU Gems II will have an increased focus on chapters exploring non-graphics applications of the computational capabilities of GPU hardware (learn more at www.GPGPU.org). If you would like to participate, please read through the submission guidelines and send an e-mail to articlesubmissions@nvidia.com with your proposed chapter title as the subject line, and the required description in the e-mail body. The deadline for submissions is Monday, August 16, 2004."
What would really spike my interest is if GPU makers would add 64 bit floating point intensities to their GPUs. By that I mean that color components would be 64 bits instead of the current maximum of 32 bits. This would allow for us to produce very fast computational libraries based around the GPU with the full precision we have come to expect from existing libraries. The current 32 bits, which is actually 24 bits if you really consider that only the mantissa counts toward precision, is not enough for certain applications. We need 52 bit mantissas especially for polished results. By the way, it is not that hard to implement 64 bit calculations into the GPU. So in essense, general numerical analysis, and especially linear algebra, will greatly benefit from the implementation of a relatively uninteresting detail to most. Having 64 bit color intensities will not give any great enhancement in visual quality as we would use our GPUs for in the usual case. Although the immediate visual benefit is negligible, processing of visual data requires a lot more precision than the presentation precision. For example, brightening a scene will require low order bits to come forth. If the precision is limited, aliasing will occur. So there is an immediate benefit to higher precision 64 bit GPUs. The benefits of high precision intensities all revolve around processing, something that GPUs are becoming more and more adept at starting with the introduction of shader technology. In closing, 64 bit intensities only increase manufacturing costs by a small amount while providing great benefits to processing applications. I would believe that we will definitely have 64 bit super-parallel processors (such as a GPU) in the future (hopefully the near future). Having 64 bits is sufficient for most numerical analysis applications used in physical problems. However, 32 bits is not always sufficient. Therefore, the scientific field will most likely demand the introduction of super-parallel 64 bit processors when it becomes well know the benefits of super-parallel processing as opposed to the more traditional processing with our CPUs. I hope to see GPUs with 64 bit intensities as it is the logical step into the future of super-parallel processing.
If only someone would move to create a GPU that was instead just a partial precision, massive chunk of silicon with a huge number of vector processing, Floating Point specializing CPUs...
Being able to run a whole game on the GPU, or at least program GPUs to the point that one doesn't have to get very annoyed at [D3D/OGL/nVidia/ATi/whatever excessively restrictive GPU communications "tool"] would be awesome, from my eyes as a game coder.
but alas, instead of going for the cheap, easy and developer friendly path, nVidia and ATi choose to overcomplicate their chips, adding useless things such as umpteen ways to filter textures, ways to split pipelines for Z/stencil operations, etc. all adding to latency, silicon size, heat output and R&D costs, when the same could be done on software for much cheaper.