Slashdot Mirror


Audio Processing on Your Graphics Card?

edsarkiss writes "BionicFX has announced Audio Video EXchange (AVEX), a technology that transforms real-time audio into video and performs audio effect processing on the GPU of your NVIDIA 3D video card, the latest of which are apparently capable of more than 40 gigaflops of processing power compared to less than 6 gigaflops on Intel and AMD CPUs." Another reader points out a story on Tom's Hardware.

6 of 335 comments (clear)

  1. Re:Makes perfect sense... by SoTuA · · Score: 5, Informative
    Nobody thought of it sooner?

    Emmm, what about this, for example?

  2. Re:Makes perfect sense... by ahsile · · Score: 4, Informative

    I believe slashdot has already covered stories about using the programmable pipeline on mondern gpus for non-graphics functions. They're built to crunch vectors/math. Why not?

  3. GFX cards are streaming supercomputers by carcosa30 · · Score: 5, Informative

    People are doing extremely interesting things with modern graphics hardware, including fluid dynamics simulation, cloud simulation and multiplication of large matrices.

    A good site for information on it is www.gpgpu.org, where there are perhaps 200 different projects related to general purpose GFX card use.

    As the capabilities of graphics cards expand and become more esoteric, perhaps game developers will begin to eschew the use of certain graphics featuers in favor of using those parts of the pipeline to perform generic calculations, such as physics.

    Perhaps there are also ways of performing such calculations and using the results as decorative graphics, ie when we're showing decorative ripples on water, perhaps those ripples are artifacts of some calculation that is being used elsewhere in the game.

    --
    Intolerance for ambiguity is the mark of the authoritarian personality.
  4. This is old by michaelmalak · · Score: 4, Informative

    Tom Rokicki computed the Game of Life using Amiga's Blitter. March 17, 1987 UseNet post.

  5. Re:Makes perfect sense... by thpr · · Score: 5, Informative
    The amount of silicon on an average GPU overtook the amount of silicon on the average CPU some time ago.

    And another post:

    How can the price range be so slow when the processing power is claimed to be so many times faster than Intel chips?

    First, silicon area doesn't necessarily mean performance. The whole reason that IBM, AMD and Intel are building multi-core chips is that so much of the area in a moden microprocessor is spent in workarounds for different structural hazards rather than in real work. The GPUs are huge because they are parallel mathematical computation engines. On a FLOP per sq. mm basis, they are a LOT more efficient than a single core CPU could hope to be.

    As WIAKywbfatw points out, GPUs became more powerful than CPUs (on a FLOP basis) a decade or more ago. This was the whole reason Intel created the AGP port - to prevent the GPU from becoming the center of the the computer (it was a huge threat to their business).

    Today, silicon is more and more about customization... on a FLOP basis, the chips in HD digital TVs have nearly the performance of the latest P4 - but at MUCH less cost... because they are less flexible (a LOT less flexible). Their design is to optimize single precision floating point performance... You can't use that CPU power for a long-running simulation ("scientific computing") - only for graphics; where single precision is still orders of magnitude more precise than the monitor can display.

  6. Nintendo 64 did this - new HW expands old tricks by adisakp · · Score: 5, Informative

    I work in the video games industry. Using graphics processor for audio is not new. The Nintendo 64 had a "Reality-Engine" graphics coprocessor that also processed sound by uploading new microcode.

    If you think about it, things like bilinear/trilinear filtering are perfect for resampling, graphic blendops like add/subtract/modulate are great for audio mixing and can be done with even older fixed function hardware and bit of programming effort. The programmability of new hardware with pixel and vertex shaders improves the generic applications of the GPU by orders of magnitude and allows significantly more non-graphic algorithms to be implemented.