using graphics cards as generic FLOP crunchers
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'Bryce' bryce at redhat.comFri Mar 16 07:37:57 PST 2001
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John Duff wrote: > Hello, > > There are groups at Stanford (WireGL) and Princeton who have done work on > parallel graphics on PC clusters. They put a high-end PC graphics card (such > as an NVidia card) in each slave node of a cluster, and then parallelize the > rendering of 3D scenes across the cluster, taking advantage of the video > hardware acceleration, and then combine the image either on a big tiled > projecter or on a single computer's monitor. This is all well and good, > but it struck me that when other groups at these universities who have no > interest in graphics use the same cluster, all that computing horsepower > in the GPUs on the graphics cards just sits idle. Would it be possible > to write some sort of thin wrapper API over OpenGL that heavy-duty > number-crunching parallel apps could use to offload some of the FLOPs from > the main cpu(s) on each slave node to the gpu(s) on the graphics card? > It would seem pretty obvious that the main cpu(s) would always be faster > for generic FLOP computations, so I would think only specific apps might > benefit from the extra cycles of the gpu(s). Of course, the synchronization > issues might be too much of a pain to deal with in the end as well. Has > anyone heard of someone trying this, or know of any showstopper issues? > > Thanks, > John > > _______________________________________________ > Beowulf mailing list, Beowulf at beowulf.org > To change your subscription (digest mode or unsubscribe) visit http://www.beowulf.org/mailman/listinfo/beowulf Just a tidied up bit of Irc log that you can mull over Phil =--= Bx notes the beowulf geeks are getting seriously freaky, they're searching for a way to use the GFU's on high end video cards to contribute to the processing power of the main FPU * Bx backs away from these guys <kx> bx, they're blowing smoke. you can't do that <rx> Bx: again ? <wx> bx: that's not too insane <rx> kx: I guess it depends on what you're trying to do <kx> wx, er, it is quite insane. they can do the calculations but there's no way to get the results out. <rx> kx: for video rendering it would make sense, I guess ;) <rx> kx: read back from that frame buffer you've got memory mapped ? <sx> kx: Generate two textures the size of the screen. Map them to the display using a multi-texture operation with an alpha-blend operator between the two of them. <kx> rx, that would be unworkable; you'd have to scan the entire framebuffer for the pixel that is the result of your calculation <sx> kx: Suddenly you get something that looks suspiciously like a vector multiply. <kx> sx, hm, possibly <wx> kx: most fbs let you readl/writel to arbitrary locations <kx> I still think it's impractical <sx> kx: No, you can randomly read pixels <kx> hm, you could do colourspace conversion quickly too <kx> it'd be a neat hack but I suspect you'd be better off buying a faster CPU <sx> kx: Not on all cards <sx> kx: Some of the cards do YUV on demand through overlay. <sx> kx: The Voodoo3 will do either overlay or texture; with texture conversion you can get the data back. With overlay conversion, you can't. <kx> sx, either way I suspect you'd have to make your code highly dependant on gfx chipset; and the rate they are iterating right now it'd be a wasted effort <sx> kx: A lot of the common multitexture blending modes are pretty standardised, and arithmetically useful. But only 32 bit fixed point. <sx> kx: You could even do things like fast array additions by repeatedly mapping a texture down to half its size with bilinear filtering. <kx> sx, still, I suspect that using a faster CPU will be easier and cheaper
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