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]

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