Tuesday, May 21, 2013

Join the linked-in group "Supercomputing for the masses" !


'If you build them, they will come'. And so we built them. Multiprocessor workstations, massively parallel supercomputers (...) ... and they haven't come.

This extract from "Patterns for Parallel Programming" illustrates the lack of interest in GPUs for developers. If you want to change this and take profit of these incredible and cheap devices, join the group ;-)

Here is the link: http://www.linkedin.com/groups/Supercomputing-masses-GPU-Cuda-OpenCL-3826469?trk=myg_ugrp_ovr

Monday, May 20, 2013

Raytracer getting ready for Oculus Rift

The ray-tracing engine is now capable of generating 360° panorama images interactively. Making it ready to interact with Oculus Rift virtual headset using a simple textured sphere in the default DirectX 3D scene.







Sunday, May 12, 2013

Interactive Raytracing on Android mobile device


Last week, I got my first Android phone: A Wiko Cink King! It's not a Samsung, it's not an Apple, but it's definitely worth the 200 EUR it cost me. And since I now have an Android device, I can develop my own apps, and my first implementation had to be related to ray-tracing in some way. Let's be honest, interactive ray-tracing on a 200 EUR device... the dual-core 1GHz CPU simply cannot handle it. But there is another solution: Why not use the GTX 480 sitting in my desktop box remotely? And since I already have an HTTP GPU server in stock, writing the mobile app making HTTP REST calls did not take more that a few hours, using the really cool Android Development Kit.


Sample code for the GPU HTTP server: https://github.com/cudaopencl/GPUHTTPServer
Android SDK: http://developer.android.com/sdk/index.html




APK downloadable from github, but since this needs a GPU server, email-me for a demo!