High performance FFT on GPUs
A reader writes: "The UNC GAMMA group has recently released a high performance FFT library which can handle large 1-D FFTs. According to their webpage, the FFT library is able to achieve 4x higher computational performance on a $500 NVIDIA 7900 GPU than optimized Intel Math Kernel FFT routines running on high-end Intel and AMD CPUs costing $1500-$2000. The library is supported for both Linux and Windows platforms and is tested to work on many programmable GPUs. There is also a link to download the library freely for non-commerical use."
Fast Fourier Transform
Thirty years later, a $500 GPU, weighing less than 1 pound, can produce 6 gigaflops. People complain about its power and cooling needs, but they are rather below 200 kW! We sometimes forget just how amazing the developments in computing have been over the last three decades.
an FFT is a transform that turns a signal (like an audio file) into its frequency components (like a spectrograph). It's used for MP3 compression, sound EQs, jpeg compression, mpeg4 compression, and a number of other things (I use FFTW for tuning my guitar).
FFTW is the 'Fastest Fourier Transform in the West', a cute name for the work of a number of graduate students who use several techniques to turn the FFT from 'Numerical Recipes in C' into a freaking speed daemon.
GPUFFTW is much the same thing, but ported to your video card's GPU - which is generally more optimized for doing the 'apply a floating point matrix to an array' thing - thus speedin the FFTW up even more while relieving the main processor from doing the work.
If you don't have a high-powered video card, this means nothing for you. If you do, it means the above operations (compression, spectrum analysis, etc) can be done faster and without eating up processes.
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Apparently nobody knows what an FFT is. Here's the best description I can give without descending into math too much.
The Fast Fourier Transform is an algorithm to turn a set of data (as amplitude vs. time) into a set of waves (as amplitude vs. frequency). Say that I have a recording of a piano playing an A at 440 Hz. If I plot the actual data that the sound card records, it'll come out something like this picture. There's a large fading-out, then the 440 Hz wave, then a couple of overtones at multiples of 440 Hz. The Fourier series will have a strong spike at 440 Hz, then smaller spikes at higher frequencies: something like this plot. (Of course, that's not at 440, but you get the idea.)
The reason we like Fourier transforms is that once you have that second plot, it's extremely easy to tell what the frequency of the wave is, for example - just look for the biggest spike. It's a much more efficient way to store musical data, and it allows for, e.g., pitch transformations (compute the FFT, add your pitch change to the result, and compute the inverse FFT which uses almost the same formula). It's good for data compression because it can tell us which frequencies are important and which are imperceptible - and it's much smaller to say "Play 440 Hz, plus half an 880 Hz, plus..." than to specify each height at each sampling interval.
The FFT is a very mathematics-heavy algorithm, which makes it well suited for a GPU (a math-oriented device, because it performs a lot of vector and floating-point calculations for graphics rendering) as opposed to a general-purpose CPU (which is more suited for data transfer and processing, memory access, logic structures, integer calculations, etc.) We're starting to see a lot of use of the GPU as the modern equivalent of the old math coprocessor.
If you're looking for more information, Wikipedia's FFT article is a good technical description of the algorithm itself. This article has some good diagrams and examples, but his explanation is a little non-traditional.
Why? Because the x86 isn't a DSP?
The x86 is a general-purpose CPU. It isn't brain dead; historically it's almost always been at least half as fast as the latest expensive processor fad du jour, and sometimes it has actually been the fastest available general purpose processor. As these fads have come and gone, the x86 has quietly kept improving by incorporating many of their best ideas.
The cell processor is basically a POWER processor core packaged with a few DSPs tacked onto the die. That sounds like a kludge to me, but if it turns out to be a success, there's nothing stopping people from tacking DSPs onto an x86 die.
All a DSP is good at is fast number crunching. It usually has little in the way of an MMU, along with a memory architecture tuned mainly for vector-like operations, branch prediction tuned only for matrix math, etc. DSPs would make a bad choice for running general purpose programs, especially with cache and branch issues becoming the dominant performance bottleneck in recent times. DSPs would a horrible choice for running an OS with any kind of security enforcement. Using a GPU as a poor-man's DSP is interesting, but it suffers even more from these same limitations. If DSPs really offered a better solution for general-purpose problems, they would have replaced other CPU architectures decades ago.