And here is more detailed info: http://www.nvidia.com/object/GPU_Computing.html
On Sun, Mar 20, 2011 at 12:39 AM, Michael Iv <[email protected]> wrote: > This is faster due to the fact the modern graphic(dedicated) cards have > hundreds of GPUs executing in parallel .The only issue is the bus between > CPU and GPU. the transition of the data to the card and from it is what > usually prevents to get the best out of this approach.But still I believe if > you architecture the CPU (client side) code the right way you will gain much > from it.I did not try it.I am learning PB3D now because I am not going to > suffer doing such a stuff with opcodes.As I wrote today earlier "number > crunching "(term to what you want to do ) was already done in PB2d .There is > an article on Adobe PixelBender page describing how to send computations to > PixelBender and back.Read it,I think it will be helpful .:) > > > On Sun, Mar 20, 2011 at 12:28 AM, Arkadianen <[email protected]> wrote: > >> This matter is very importnat, because collision detection takes lots >> of CPU. Is GPU able to calculate it faster than CPU? Maybe we could >> even write shaders for path finding or other games tasks like AI ? >> Did anyone try it? >> Having links? >> >> On Mar 19, 11:11 am, Michael Iv <[email protected]> wrote: >> > I am still learning the API but here are some things I can tell you : >> > Yes you can send the data to the gpu to be calculated . For this you >> should write a shader program which would get input of soma data and return >> the calculated result . I think the best way to do that is via pb3d so you >> don't have to mess around with opcodes. Also this thing was already done >> with the regular pixel bender. There is an article in pb adobe web page >> about number crunching using pb shaders. Just take a look at it .btw , the >> industry standard physics engines like PhysX and Havok run on GPU :) >> > >> > Sent from my iPhone >> > >> > On Mar 19, 2011, at 1:34 AM, Darcey Lloyd <[email protected]> >> wrote: >> > >> > >> > >> > > I have just been wandering through some gpu collision detection >> articles and was wondering: >> > >> > > Q1). Is there any way to access the GPU for collision detection >> queries, freeing the CPU from testing? Or when we do a comparison between >> two vertices does molehill automatically get the GPU to do this? Is this >> possible via stage3D / Context3D? >> > >> > > Q2). How much access do we have to the GPU? >> > >> > > Q3). Would it be possible to have more access to GPU functionality via >> pbj objects (Pixelbender)? >> > >> > > D >> > > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > http://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected] > > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
