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gpu-programming
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A General-purpose Parallel and Heterogeneous Task Programming System
multi-threading
parallel
parallel-computing
multithreading
concurrent-programming
high-performance-computing
heterogeneous-parallel-programming
threadpool
parallel-programming
work-stealing
taskflow
gpu-programming
taskparallelism
multicore-programming
cuda-programming
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Dec 15, 2021 - C++
blog
books
book
notes
graphics
rendering
game-development
shader
ebook
game-programming
ebooks
study-notes
cg
gpu-programming
realtime-rendering
real-time-rendering
game-developing-notes
game-programmer
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Oct 16, 2021
emeryberger
commented
Feb 18, 2020
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Dec 17, 2021 - Rust
The write-once-run-anywhere GPGPU library for Rust
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Apr 1, 2021 - Rust
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Apr 26, 2018 - C++
ninamiolane
commented
Dec 18, 2021
The variables "lr" (learning rate), "step_size" and "step" are used in the API interchangeably. The variable "tau" is also introduced in Frechet mean. We should make this naming consistent, and for example:
- use "step_size" for integration schemes (because "step" is also used as a string to denote which type of step is taken, e.g. euler, rk4, etc)
- use "lr" for optimization schemes.
Sample codes for my CUDA programming book
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Dec 5, 2021 - Cuda
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Dec 17, 2019 - GLSL
Vulkan Real-time Path Tracer Engine
vulkan
path-tracer
raytracer
brdf
raytracing
pbr
raycasting
rtx
rasterization
gpu-programming
light-simulation
raycaster-engine
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Oct 10, 2021 - C++
Vulkan compute for people
boilerplate
framework
gpu
vulkan
glsl
gpgpu
high-performance-computing
gpu-acceleration
gpu-computing
cpp-library
compute
glsl-shaders
vulkan-library
gpu-programming
vulkan-compute-shaders
vulkan-utils
gpgpu-computing
vulkan-compute
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Mar 10, 2021 - C++
GPU-accelerated Levenberg-Marquardt curve fitting in CUDA
curve-fitting
levenberg-marquardt
gpu-acceleration
gpu-computing
super-resolution
non-linear-regression
gpu-programming
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Oct 28, 2021 - Cuda
FastFlow pattern-based parallel programming framework (formerly on sourceforge)
patterns
parallelization
gpu-computing
parallel-algorithm
skeleton-framework
multicore
parallel-programming
gpu-programming
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Updated
Dec 13, 2021 - C++
Lua libraries for graphics and audio programming
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Updated
Oct 2, 2021
Source of the Volumetric Lines Asset from Unity's Asset Store
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Updated
Sep 5, 2021 - C#
A collection of Metal and MetalKit projects and resources. Very much work in progress.
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Oct 12, 2021
Implementation of a Transformer, but completely in Triton
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Nov 6, 2021 - Python
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May 6, 2021 - C++
Interactive Erosion simulation in Web Browser
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Updated
Dec 9, 2021 - TypeScript
Collection of notes on how to use Apple’s Metal API for compute tasks
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Jul 10, 2018
Concurrent CPU-GPU Programming using Task Models
gpu
cuda
multithreading
gpu-acceleration
gpu-computing
heterogeneous-parallel-programming
multithreaded
heterogeneous-systems
gpu-programming
task-parallelism
heterogeneous-computing
cpu-gpu-scheduling
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Dec 19, 2019 - C++
Learn OpenCL step by step.
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Updated
Jun 2, 2021 - C
CUDA kernel author's tools
patterns
algorithms
gpu
constexpr
modern-cpp
cuda
cpp11
utility-library
cuda-kernels
gpu-programming
elegant-coding
utility-functions
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Sep 4, 2021 - Cuda
Simple example of using Vulkan for GPGPU computing
tutorial
cplusplus
cpp
shaders
gpu
example
vulkan
glsl
gpgpu
gpu-acceleration
gpu-computing
glsl-shaders
vulkan-demos
gpu-programming
vulkan-compute-shaders
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Nov 1, 2018 - C++
DDGI Minecraft is based on the 2019 SIGGRAPH paper, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields (2019), where we aimed to approximate indirect lighting and global illumination in Minecraft-inspired scenes using Vulkan to test the algorithm's efficacy in real-time.
minecraft
vulkan
global-illumination
raytracer
raytracing
rays
ray-tracing
voxel-terrain
raymarching
gpu-programming
realtime-raytracer
realtime-raytracing
probe-texture
irradiance-field
light-field-probes
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Mar 15, 2021 - C++
Massively Parallel Huffman Decoding on GPUs
huffman
decompression
huffman-coding
gpu-acceleration
data-compression
gpu-computing
entropy-coding
gpu-programming
huffman-decoder
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Feb 2, 2019 - C++
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After the ast generator refactor
print_preprocessedis no longer used(replaced byprint_preprocessed_ir). We should remove it as well asprint_asthere. https://github.com/taichi-dev/taichi/blob/master/python/taichi/lang/ast/ast_transformer_utils.py#L199-L204This task should be as simple as removing all of
print_preprocessedandprint_asts.cc: @lin-hitonami