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GPU

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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 Intel
Boosting Performance with Intel® FPGA SDK for OpenCL™ Technology
by Bahrudin Hrnjica
ANNdotNET v1.0 has been released
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

Latest Articles

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 Intel
Boosting Performance with Intel® FPGA SDK for OpenCL™ Technology
by Bahrudin Hrnjica
ANNdotNET v1.0 has been released
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

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GPU 

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 Intel
Boosting Performance with Intel® FPGA SDK for OpenCL™ Technology
by Bahrudin Hrnjica
ANNdotNET v1.0 has been released
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 Dhruv__Patel
In this article we compare and contrast SYCL and CUDA, and discuss how the oneAPI compiler can work with SYCL.
by Roger Winter
In this article we look at how developers can take advantage of the cross-architecture of oneAPI to make use of GPU resources in their applications.
by Raphael Mun
In this article we’re going to build a fully functional MNIST handwriting recognition app using TensorFlow Lite to run our AI inference on a low-power STMicroelectronics microcontroller using an Arm Cortex M7-based processor
by Bahrudin Hrnjica
How to calculate some of the basic statistics operations on data set
by 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.
by Asif Bahrainwala
HPC via Compute Shaders (GPGPU).
by Intel
It's not just between one architecture today and another architecture today, but the architectures of today and tomorrow. oneAPI has the potential to become the industry norm for compiling code for all kinds of architectures.
by Elmira Volkova, Alexander Bobyr, Igor Ermolaev
In this article, we divide the computation between the host CPU and a discrete Intel® GPU such that both processors are kept busy.
by Ryan Scott White
an assembler/compiler for AMD’s GCN (Generation Core Next Architecture) Assembly Language
by DaveAuld
Replacement GPU Cooler - Icy cool or hot and bothered?
by Benjamin Consolvo
This article explores the use of Large Language Models (LLMs) in various applications, such as chatbots, code generation, and debugging.
by Intel
This section describes implementation of FaaS inference samples (based on Python 2.7) using Amazon Web Services (AWS) Greengrass and AWS Lambda software.
by Intel
This article is a step-by-step guide on the methodology of dispatching a workload to all OpenCL devices in the platform with the same kernel to jointly achieve a computing task.
by Raphael Mun
In this article we briefly look at two examples of how to use Vulkan to maximize the graphics performance in your game.
by Dhruv__Patel
In this article we look at how developers can use Intel® Advisor and Intel® VTune™ Profiler to efficiently offload to GPU and optimize their cross-architecture applications.
by Intel
This whitepaper describes how developers can integrate Intel® RealSense™ SDK background segmentation (BGS) middleware to create new immersive collaboration applications.
by Packt Publishing
Bitcoin mining process
by Intel
In this article, we’ll walk through a quick and easy way to see whether your game is CPU-bound using a high-level system overview.
by Bartlomiej Filipek
A little guide about modern OpenGL and why it gives us so much value.
by Bahrudin Hrnjica
Linear regression with CNTK and C#
by 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.
by Jeremy C. Ong
A quick 5-minute introduction to porting a CUDA app to Data Parallel C++ (DPC++)
by Igor Gribanov
C++ iterators and algorithms work well for containers, but can we sort the Structure of Arrays?
by 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.
by Sergiu Oprea
Differences and similarities between SYCL and OpenCL
by 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.
by Intel
Fast and Easy Training and Inference Using Intel® Consumer GPUs and Windows* Subsystem for Linux 2
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.