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GPU

GPU

Great Reads

by Bahrudin Hrnjica
How to calculate some of the basic statistics operations on data set
by Packt Publishing
Bitcoin mining process
by DaveAuld
Replacement GPU Cooler - Icy cool or hot and bothered?
by Jeremy C. Ong
Texture encoders and decoders are often the most bandwidth intensive parts of a game and optimized encoding with Arm's ASTC encoder can provide a lot of benefit to runtime decoding.

Latest Articles

by tugrulGtx
Header-only C++ tool that supports basic array-like usage pattern and uses multiple graphics cards in system as storage with LRU caching.
by Pavel Busko
Arm Mobile Studio Pro allows us to record hardware counters for the Mali family GPUs while performing an autotest on a CI server, helping us solve tasks.
by Jeremy C. Ong
Texture encoders and decoders are often the most bandwidth intensive parts of a game and optimized encoding with Arm's ASTC encoder can provide a lot of benefit to runtime decoding.
by Jeremy C. Ong
A quick 5-minute introduction to porting a CUDA app to Data Parallel C++ (DPC++)

All Articles

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GPU 

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1 Jul 2018
Bahrudin Hrnjica
How to calculate some of the basic statistics operations on data set
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24 Aug 2018
Packt Publishing
Bitcoin mining process
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7 May 2013
DaveAuld
Replacement GPU Cooler - Icy cool or hot and bothered?
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14 Dec 2020
Jeremy C. Ong
Texture encoders and decoders are often the most bandwidth intensive parts of a game and optimized encoding with Arm's ASTC encoder can provide a lot of benefit to runtime decoding.
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10 Nov 2020
Jeremy C. Ong
A quick 5-minute introduction to porting a CUDA app to Data Parallel C++ (DPC++)
6 Jul 2015
Android on Intel
This article shows how to analyze and improve the performance of a mobile game and how to optimize graphic resources for a mobile platform, using mTricks Looting Crown as an example.
28 May 2014
Tom Pantels
This paper describes two applications that demonstrate problems such as poor or no touch response times and high energy consumption, both of which are critical to app performance and UX. We then discuss how to optimize these applications to resolve these problems.
23 Oct 2015
Intel Corporation
This whitepaper describes how developers can integrate Intel® RealSense™ SDK background segmentation (BGS) middleware to create new immersive collaboration applications.
5 Dec 2014
Michael Coppock
At GDC 2014, Microsoft announced stunning news for PC Gaming in 2015—the next iteration of Direct3D, version 12. D3D 12 returns to low level programming; it gives more control to game developers and introduces many new exciting features.
27 Feb 2015
Doug Mcnabb
Sparse Procedural Volumetric Rendering (SPVR) is a technique for rendering real-time volumetric effects. We’re excited that the upcoming book “GPU Pro 6” will include an SPVR chapter. This document gives some additional details.
11 Mar 2021
Pavel Busko
Arm Mobile Studio Pro allows us to record hardware counters for the Mali family GPUs while performing an autotest on a CI server, helping us solve tasks.
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20 Sep 2015
Bartlomiej Filipek
A little guide about modern OpenGL and why it gives us so much value.
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14 Oct 2018
Bahrudin Hrnjica
ANNdotNET v1.0 has been released
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23 Jul 2020
wqaxs36
Math explanation and game engine coding.
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17 Apr 2016
Ryan S White
an assembler/compiler for AMD’s GCN (Generation Core Next Architecture) Assembly Language
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20 Aug 2018
Bahrudin Hrnjica
Linear regression with CNTK and C#
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15 Mar 2021
tugrulGtx
Header-only C++ tool that supports basic array-like usage pattern and uses multiple graphics cards in system as storage with LRU caching.