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What of this algorithms is output sensitive ? (their base algorithm)
ray tracing
gpu rendering
splatting
How can we make them with acceleration method to be likely output sensitive ?
I think ray tracing and gpu is not output sensitive.
http://en.wikipedia.org/wiki/Output-sensitive_algorithm
For the folks who didn't understand the question, in computer science, an output-sensitive algorithm is an algorithm whose running time depends on the size of the output, instead of or in addition to the size of the input.
Ray Tracing is output sensitive, in fact many ray tracing programs can generate smaller size images or movies in faser time.
GPU rendering is output sensitive, the fact that the GPU can parallelise the task, can speed up, but far less computations are required to render a smaller size image than a bigger one.
Texture splatting, is also output sensitive, since typically textures are repeated, so you can generate a huge image joining many of them, thus requiring more cpu power (and memory).
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It seems like for special tasks GPU can be 10x or more powerful than the CPU.
Can we make this power more accessible and utilise it for common programming?
Like having cheap server easily handling millions of connections? Or on-the-fly database analytics? Map/reduce/Hadoop/Storm - like stuff with 10x throughput? Etc?
Is there any movement in such direction? Any new programming languages or programming paradigms that will utilise it?
CUDA or OpenCL are good implementations of GPU programming.
GPU programming uses Shaders to process input buffers and almost instantly generate result buffers. Shaders are small algorithms units, mostly working with float values, which contains their own data context (input buffers and constants) to produce results. Each Shader is isolated from the other Shaders during a task, but you can chain them if required.
GPU programming won't be good at handling HTTP requests since this is mostly a complex sequential process, but it will be amazing to process, for example, a photo or a neural network.
As soon as you can chunk your data into tiny parallel units, then yes it can help. The CPU will remain better for complex sequential tasks.
Colonel Thirty Two links to a long and interesting answer about this if you want more informations : https://superuser.com/questions/308771/why-are-we-still-using-cpus-instead-of-gpus
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As a course project, I have to implement an algorithm on FPGA. Currently I'm considering arithmetic algorithms and ideas like implementation of 4 basic operators for floating point numbers come to mind. As I'm new to such topics I'd be thankful if anyone suggests an algorithm which is worthwhile for implementing.
Your question is very vague, and there are infinite algorithms you could implement. Some suggestions with different difficulty level:
Very easy
Audio volume control.
Audio echo.
These are technically not "worthwhile" implementing in hardware, but audio stuff usually makes for impressive live demonstrations. Even if the algorithm is very easy.
Easy
FIR or IIR filters (low pass, high pass, band pass, ...)
CRC
Checksum
These algorithms are implemented in hardware all the time. They are very typical examples. Yet still quite easy to implement.
If you start out with audio volume control or echo, you can later add filters to make it a little bit more advanced.
Medium/hard
Various encryption algorithms, SHA, AES, ...
FFT
JPEG compression
Regarding floating point algorithms: You typically would never use floating point math in an FPGA unless you absolutely have to.
All algorithms which are possible to do with fixed point math, should be implemented in fixed point math.
You would also never use division in an FPGA, unless you absolutely have to. It is desirable to replace all divisions with multiplications whenever possible.
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I have a question and must finish it in 2 days:
Considering the stages of the rendering pipeline, if you have a low
FPS, what stage will come first in your mind as being more probable to
be the origin of your problem?
Anyone could help me understand, or give me a clue,
Thanks,
things to consider:
Draw Calls: do you use glBegin/glEnd, call glVertex several thousand times? Or maybe you are using too many glDrawArrays? maybe you send too many data each frame from sys memory to the GPU?
Vertex shader: do you have simple vertex shader or complex, change it to simple one and check fps... is is better or still it is to low?
Fragment shader: number of texture reads, if statements, instruction complexity. Change resolution of the window and check the fps.
Buffer usage: do you use buffers on the GPU, or maybe transfer everything from mem to gpu mem? try using 1x1 textures to check the performance.
Tools: use tools to perform measurments: geDebugger, glIntercept, etc...
there are other things like (and probably I forgot to list even more): geometry shaders, tesselation, but first check the above list.
https://gamedev.stackexchange.com/questions/1068/opengl-optimization-tips
gpu gems, Chapter 28. Graphics Pipeline Performance
in general: measure, measure, measure :)
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This is just a confirmation. Are barcodes symmetric.
By symmetric I mean, if I rotate the barcode by 180 degrees. Will it have the same data decoded.
Basically does angle matter while scanning barcode? And are there any exceptions in the type of barcode.
No, the barcodes themselves are generally not symmetrical (I'll clarify that - you may be able to find one that is symmetrical but the vast majority of the standard ones are not).
However, any decent reader (such as the ones at your local supermarket) will scan in a large number of different directions to take care of this, not just backwards and forwards but at other angles as well. So you can generally rotate them to your heart's content.
Even the ones that scan in a line (such as some hand-held units) may scan both directions - it depends on what you've paid for. Of course, if you have a "Dodgy Brothers" brand reader, you'll probably find it won't do that.
Some barcode standards will allow for detecting upside down barcodes. For example UPCA swaps black and white on the right hand side so that readers can adjust for it.
Usually there is a start code and a check code in each bar code so the angle doesn't matter.
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Does any have an algorithm for creating infinite terrain/landscape/surface?
Constraints
The algorithm should start by a random seed
The algorithm should be one to one, (the same seed gives the same result)
Other input parameter are allowed as long as 2 is fulfilled
The algorithm may output a 2d map
It suppose to create only surface with varying height (mountains), not three, ocean etc.
I’m looking for an algorithm and not a software.
It should be fast
None of other related questions in here answers this question.
If anything is unclear please let me know!
I would suggest something like Perlin noise, I've used it before for something like you're describing above, and it fits the bill. Check out this Example and you can see the sort of output you would expect from the noise generator.Here is a link to algorithm p-code too.
http://freespace.virgin.net/hugo.elias/models/m_perlin.htm
As others already said perlin noise is a possibility. Gpugems 3 has a nice capter about procedual generation using (IIRC, it has been some time since I read this) 3D Perlin noise.
Of course there are other methods too, e.g. Vterrain.org might be worth a look.