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  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

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  • Chrome dispay Glich when GPU acc. on

    - by user289172
    Hy Everyone! I have some graphics glich when enable gpu acc. in chrome. If i disable acceleraion it fix the glich but, in full HD most of flash videos frame rate drop above frogs a**, so very slow... :) Any idea, what can i do? I Upload 2 pics from glich. My hardware: CM Hyper TX 3 on AMD A5300 with HD 7480D 6 GB RAM I use official AMD driver from amd.com, Ubuntu 14.04(I upgraded from 12.04, in Ubuntu 12, same glitch with old drivers.) I reinstalld x.org completly and purge all config files, but this didnt resolve the problem. If i use other drivers, i have some other problem ie.:nor automatic resolution chnge when connect new monitor, false refreshrate for displays and etc. Thanks for the help! http://i.stack.imgur.com/9PkrK.jpg http://i.stack.imgur.com/AMS22.jpg

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  • Bad texture on model with different GPU

    - by Pacha
    I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a problem with the rest of my entities as they are not scaled. The models with the problems are scaled, as my engine supports different sizes for the platforms. I am using Ogre3D as rendering engine, and GLSL as shader language. Vertex shader: #version 120 varying vec2 UV; void main() { UV = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment shader: #version 120 varying vec2 UV; uniform sampler2D diffuseMap; void main(void) { gl_FragColor = texture(diffuseMap, UV); } Screenshot (the error is on the right and left side, the top and bottom part are rendered perfectly well):

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  • How to render Minecraft on the GPU?

    - by l0b0
    Hardware: Intel i7 AMD Radeon HD 6970 SSD with plenty of space 6 GB RAM Software OpenJDK 6, 7, and Oracle Java 7 (reproducible with all three) AMD Catalyst 12.8 and open source driver (reproducible with both) Ubuntu 12.04 x86_64 and older Minecraft 1.3.2 vanilla and older On this setup I am getting rubbish frame rates after a short while of playing, dropping from about 45-55 to 15 in a couple of minutes. CPU use is 40-45 even when rendering the opening screen at 1920x1280, and gameRenderer is using about 90% CPU when playing. Rather than trying to eke out a few more FPS out of an obviously broken rendering pipeline, I really hope to find a solution to make the GPU render Minecraft.

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  • Why do GPUs overheat?

    - by JAD
    About a year ago, I added a 9800GT (1 GB version) and a Corsair CX500 PSU to an HP M8000N computer. A few weeks ago, the HDD overheated and I decided to transfer the GPU & PSU to a new build, which consists of: i3 @ 3.3Ghz Gigabyte H61 Micro ATX Mobo 4GB RAM 500GB WD HDD DVD RW Drive Cooler Master Elite 430 Tower Once I had Win7 up and running, I installed all the essential drivers that came with the Gigabyte Mobo CD. However, whenever I tried installing the Graphics Media Accelerator driver, the computer would crash and enter an endless boot sequence on the next startup. I skipped installing this driver and installed the CD driver for the 9800GT, which by now is a year old. Everything was working fine, WEI rated my GPU at 6.6 graphics & aero performance. However, after updating my Nvidia drivers to the latest, the WEI dropped my rating to 3.3 for Aero, and 4.7 for graphics performance. Just to make sure that everything was ok, I ran Bad Company 2 on medium settings. The first few minutes ran just fine at a smooth framerate, so I dismissed this as Windows being Windows. About 6 hours later, I ran BC2 again. This time I averaged anywhere from 2-5 FPS. I checked the GPU temperature through GPU-Z, and it came back as 120C. The problem with this, is that the computer was on for six hours up to that point. Wouldn't the card have experienced a reactor core meltdown a lot sooner than that? Granted, the computer was "sleeping" some of the time, but still... The next day I took out a temperature gun and ran some tests. I would point the laser at a very specific area on the reverse side of the card (not the fan or "front"), and compare the temp reading with GPU-Z. After leaving the system on idle on idle for a few minutes, I ran BC2 twice. Here are the results: GPU-Z Reading / Temp Gun Reading / Time Null / 22.3°C / Comp is Off 53°C / 33.5°C / 1:49 78°C / 46°C / 1:53 - (First BC2 run; good framerate) 102°C / 64.6°C / 2:01 - (System is again on idle) 113°C / 64.8°C / 2:10 119°C / 71.8°C / 2:17 - (Second BC2 run; poor framerate) I should also mention that I also took a temp recording of another part of the GPU from 2:01-2:17. The temp in this area jumped from 75°C to 82.9°C in that time frame. This pretty much confirms that GPU-Z is reporting the temperature accurately, and the card is overheating. But I'd like to know why; the cars is doing nothing and still the temperature climbs at a steady rate. I thoroughly cleaned the GPU and PSU when I salvaged them from the old HP M8000N computer with a can of compressed air, dust cant be the issue. Similarly, the rest of the computer is brand new. I installed various Nvidia drivers, but no luck. It seems strange to me that a year-old card is suddenly failing on me; aren't they supposed to last at least two years? Could this be a driver issue? Is the motherboard faulty? Could the PSU be overfeeding the card on voltage? Neither case seems likely, as the CPU, RAM and otherwise the rest of the comp has worked flawlessly and has stayed well within respectable temp ranges (the i3 lingers around 50C, the HDD stays at 30C, so does the PSU). How can I pinpoint the issue?

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  • ASUS K55VM Laptop unexpectedly shuts down

    - by Abhishek Sha
    I've read quite a few questions on SuperUser of people having laptop shutdown problems but mine is different. My laptop specs: Intel Core i7 3610QM (IvyBridge) NVIDIA GT630M 2GB and Intel GMA4000 8GB RAM Windows 7 64 Bit My laptop occasionally shuts down when playing FarCry 3. It's around 5 months old. I've played games like Crysis and it never shuts down unexpectedly. Since I experienced this shut down recently, I decided for GPU-Z to log the temperatures. The final log value at the time of shutdown were thus: GPU Core Clock [MHz] - 797.3 GPU Memory Clock [MHz] - 896.8 GPU Temperature [°C] - 89.0 GPU Load [%] - 99 Memory Controller Load [%] - 36 Video Engine Load [%] - 0 Memory Usage (Dedicated) [MB] - 535 Memory Usage (Dynamic) [MB] - 53 VDDC [V] - 1.0620 My drivers are up-to-date and I didn't encounter any BSODs at the time of shut down. It simply turns off.

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  • Assembling a number-crunching computer [closed]

    - by tugrul büyükisik
    What is needed to make a GPU fully fed by CPU? Comparing their flops/s is enough? For example, if i could manage to make a very old(pentium-3) CPU with one of Nvidia-Fermi GPU, it would not be able to fed the gpu with data per sec. What is the criteria to fit CPU to GPU exactly when OpenCL or some similar work needed? Of course RAM and BUS will be chosen in a similar way but how exactly? Assume each GPU-core will calculate a sqrt and a division and an adding for 100 times for every itearation. Thanks.

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  • Ubuntu Dual Screen Using Virtual Machine - AMD GPU

    - by Chris
    I've been searching online and reading tutorials and etc about how to make my ubuntu VM dual screen(x86_64). I have first tried to run these commands: sudo aticonfig --initial -f which gave me the ouput of: sudo: aitconfig: command not found I then googled the output and followed these instructions that I tells me to install my ATI drivers onto my ubuntu. wget http://www2.ati.com/drivers/linux/ati-driver-installer-11-5-x86.x86_64.run sudo sh ati-driver-installer-11-5-x86.x86_64.run --buildpkg Ubuntu/natty sudo dpkg -i *.deb sudo apt-get -f install sudo aticonfig -f --initial --adapter=all sudo reboot It all works well until I input sudo apt-get -f install which gives me the following output: sudo apt-get -f install Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 25 not upgraded. 3 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Setting up fglrx (2:8.850-0ubuntu1) ... update-alternatives: error: alternative link /usr/bin/aticonfig is already managed by x86_64-linux-gnu_gl_conf. dpkg: error processing fglrx (--configure): subprocess installed post-installation script returned error exit status 2 dpkg: dependency problems prevent configuration of fglrx-amdcccle: fglrx-amdcccle depends on fglrx; however: Package fglrx is not configured yet. dpkg: error processing fglrx-amdcccle (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of fglrx-dev: fglrx-dev depends on fglrx; however: Package fglrx is not configured yet. dpkg: error processing fglrx-dev (--configure): dependency problems - leaving unconfigured No apport report written because the error message indicates its a followup error from a previous failure. No apport report written because the error message indicates its a followup error from a previous failure. Errors were encountered while processing: fglrx fglrx-amdcccle fglrx-dev E: Sub-process /usr/bin/dpkg returned an error code (1) At this point, I don't know what to do since running: gksudo amdcccle For the record, I have 3D acceleration turned on. The following is my GPU for my VM lspci | grep VGA 00:02.0 VGA compatible controller: InnoTek Systemberatung GmbH VirtualBox Graphics Adapter Any Help on how I can make my VM dual screen with Ubuntu would be great. Thank you in advance.

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  • GPU hung when switching graphic card

    - by Lie Ryan
    I have a laptop (Dell Inspiron N4110) with a switchable graphic. $ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: ATI Technologies Inc NI Whistler [AMD Radeon HD 6600M Series] (rev ff) Normally, my laptop starts with both graphic cards enabled, which caused the laptop to turn very hot and the fan to become very noisy. I have been using a small script to disable the Radeon card. For some time, I'm quite happy with this arrangement. However, I have been having some issues with the Intel card (IGD), the Intel card often randomly hang when running OpenGL apps; and so I want to give the Radeon card (DIS) another chance. I have never been able to switch to the Radeon card, but recently, I found out that if I do a "delayed switching" (DDIS): # echo "DDIS" > /sys/kernel/debug/vgaswitcheroo/switch root@lieryan-dell-ubuntu:/sys/kernel/debug/vgaswitcheroo# cat switch 0:IGD:+:Pwr:0000:00:02.0 1:DIS: :Pwr:0000:01:00.0 then I logoff (i.e. to restart X), the screen switch to pseudo-tty and then it stuck there freezing. At this situation, mouse and keyboard stops working so I can't switch to another ptty. I tried ssh-ing from another computer to salvage logs (dmesg at that point) and whatnot; I found out that when freezing, the active graphic card is the AMD card: -- this is from ssh -- # cat switch 0:IGD: :Off:0000:00:02.0 1:DIS:+:Pwr:0000:01:00.0 but the GPU is apparently hung, looking at dmesg gives: ... [ 1411.649974] vga_switcheroo: client 0 refused switch [ 1411.649985] vga_switcheroo: setting delayed switch to client 1 [ 1423.911759] vga_switcheroo: processing delayed switch to 1 [ 1424.006564] fbcon: Remapping primary device, fb1, to tty 1-63 [ 1424.006799] i915: switched off [ 1424.840351] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1425.718088] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1426.622377] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1427.355683] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1428.193549] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id ... the invalid framebuffer id error is repeated for many times over ... I were able to successfully recover by switching back to the Intel card and restarting X from ssh; indicating that only the Radeon card has problems switching. System info: $ uname -a Linux lieryan-dell-ubuntu 3.0.0-14-generic #23-Ubuntu SMP Mon Nov 21 20:28:43 UTC 2011 x86_64 x86_64 x86_64 GNU/Linux $ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 11.10 Release: 11.10 Codename: oneiric The laptop also do not have the option to set graphic card at BIOS and the proprietary driver, fglrx, also have never worked; when I installed it through jockey ("Additional Drivers"), glxinfo showed that it still being rendered by Mesa, the /sys/kernel/debug/vgaswitcheroo directory has gone missing, and the driver crashes with a traceback if I use xorg.conf to tell X to use fglrx. Anyone had any idea if it is possible to use this AMD card either with the radeon or the fglrx driver? logs: dmesg

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  • MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)

    - by Soapy
    Currently I'm trying to implement GPU skinning in my project. So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a multi-jointed skeleton. The image above shows the current progress. The left image shows how the model should deform. The middle image shows how it deforms in my project. The right shows a better deform (still not right) inverting a certain value, which I will explain below. The way I get my animation data is by exporting it to the MD5 format (MD5mesh for mesh data and MD5anim for animation data). When I come to parse the animation data, for each frame, I check if the bone has a parent, if not, the data is passed in as is from the MD5anim file. If it does have a parent, I transform the bones position by the parents orientation, and the add this with the parents translation. Then the parent and child orientations get concatenated. This is covered at this website. if (Parent < 0){ ... // Save this data without editing it } else { Math3::vec3 rpos; Math3::quat pq = Parent.Quaternion; Math3::quat pqi(pq); pqi.InvertUnitQuat(); pqi.Normalise(); Math3::quat::RotateVector3(rpos, pq, jv); Math3::vec3 npos(rpos + Parent.Pos); this->Translation = npos; Math3::quat nq = pq * jq; nq.Normalise(); this->Quaternion = nq; } And to achieve the image to the right, all I need to do is to change Math3::quat::RotateVector3(rpos, pq, jv); to Math3::quat::RotateVector3(rpos, pqi, jv);, why is that? And this is my skinning shader. SkinningShader.vert #version 330 core smooth out vec2 vVaryingTexCoords; smooth out vec3 vVaryingNormals; smooth out vec4 vWeightColor; uniform mat4 MV; uniform mat4 MVP; uniform mat4 Pallete[55]; uniform mat4 invBindPose[55]; layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vTexCoords; layout(location = 2) in vec3 vNormals; layout(location = 3) in int vSkeleton[4]; layout(location = 4) in vec3 vWeight; void main() { vec4 wpos = vec4(vPos, 1.0); vec4 norm = vec4(vNormals, 0.0); vec4 weight = vec4(vWeight, (1.0f-(vWeight[0] + vWeight[1] + vWeight[2]))); normalize(weight); mat4 BoneTransform; for(int i = 0; i < 4; i++) { if(vSkeleton[i] != -1) { if(i == 0) { // These are interchangable for some reason // BoneTransform = ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform = ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } else { // These are interchangable for some reason // BoneTransform += ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform += ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } } } wpos = BoneTransform * wpos; vWeightColor = weight; vVaryingTexCoords = vTexCoords; vVaryingNormals = normalize(vec3(vec4(vNormals, 0.0) * MV)); gl_Position = wpos * MVP; } The Pallete matrices are the matrices calculated using the above code (a rotation and translation matrix get created from the translation and quaternion). The invBindPose matrices are simply the inverted matrices created from the joints in the MD5mesh file. Update 1 I looked at GLM to compare the values I get with my own implementation. They turn out to be exactly the same. So now i'm checking if there's a problem with matrix creation... Update 2 Looked at GLM again to compare matrix creation using quaternions. Turns out that's not the problem either.

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  • How to verify system using right GPU, after system reset [duplicate]

    - by Antoros
    This question already has an answer here: Is my mobile AMD card being used? 2 answers OS: Windows 8 CPU: Intel® Core™ i7 Processor 3635QM GPU 1 : Intel HD Graphics 4000 GPU 2 : AMD Radeon™ HD 8870M other info: System Spects Problem: im unsure that CCC is using AMD card instead of Intel's, i have encountered several issues since updating to 8.1 and i don't know what to do What happened: Installed 8.1 patch first day After 1 minute of use, BBSOD, windows never loaded again System restore wouldnt recognize 8.0 restore points i did a system reset to windows 8 since the laptop was only 3 weeks old System Broke, it did restore to factory BUT kept the registry almost intact, i had to install almost everything again, since the factory drivers where working with the updated one's registry and several problems CCC Broke too <- What i've already done Installing new drivers on top of old ones didnt work, so i used AMD uninstaller first Uninstalled and Re-installed Intel's HD Graphics Driver Tried to install mobile center, but AMD told me that it wasnt compatible (even if thats the only driver that they provide via their page as seen Here) Tried to use Auto-Detect, couldnt install driver because card was disabled because it didnt have the drivers... (see what they did here?) Had to use a workaround with Samsung Update, the driver didnt appear as download so had to use search and downloaded the driver manually. Now the graphic card appears on device manager and catalyst but as 8800 series (not exact model), and cant check the card with neither dxdiag/GPU-z/HWMonitor when right-clicking on CCC only Intel card appears launching a game and using as "high performance" would speed it up a little but i cant be sure How to verify its working properly? HWMonitor wont show AMD card even when set to high performance Latest GPU-Z wont work because a problem with Intel's, and legacy ones wont either what can I do now? I don't even know if I fixed my problem or not, and i also want to to use Adobe Premier with it, and its locked (the option to run it with the amd card not intels) Edit: now it seems to work, but cant change the setting for adobe Premiere and other programs that i Need to

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  • How do I run compiled java classes with GPU libraries (Jogamp JOCL)?

    - by jam383
    Does anyone know how to run the java code from the command line with dependency on GPU libraries in this case Jogamps JOCL. I have compiled a test program HelloJOCL.java but I get an error during run time. I tried javac -classpath "./lib/jocl.jar:./lib/jocl-natives-macosx-universal.jar:./lib/jocl-natives-linux-i586.jar:./lib/jocl-natives-linux-amd64.jar:./lib/gluegen-rt.jar:./lib/gluegen-rt-natives-linux-amd64.jar:./lib/gluegen-rt-natives-macosx-universal.jar:./lib/gluegen-rt-natives-linux-i586.jar" ./HelloJOCL.java java -classpath "./lib/jocl.jar:./lib/jocl-natives-macosx-universal.jar:./lib/jocl-natives-linux-i586.jar:./lib/jocl-natives-linux-amd64.jar:./lib/gluegen-rt.jar:./lib/gluegen-rt-natives-linux-amd64.jar:./lib/gluegen-rt-natives-macosx-universal.jar:./lib/gluegen-rt-natives-linux-i586.jar:." HelloJOCL but get this error Exception in thread "main" java.lang.NoClassDefFoundError: com/jogamp/opencl/CLContext at java.lang.Class.getDeclaredMethods0(Native Method)

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  • Firefox 12's hardware acceleration on Ubuntu 12.04 LTS

    - by user64943
    After I have installed Ubuntu 12.04 LTS (32 bits), Firefox 12 works fine but without hardware acceleration. Needless to say I have the latest nVidia's proprietary drivers installed and my Firefox Preferences, on "Advanced" tab, "Browsing" section, have the option "Use hardware acceleration when available" checked. I have tried the following things before asking this question: Creating a boolean key "webgl.force-enabled" and set it to true on Firefox's page about:config; Starting a new profile like commented on thread Mozilla Firefox 12 is very slow on Ubuntu 12.04 LTS; I have updated my nVidia driver to version 295.53. And none of this have worked. As you can see below in my Firefox's page about:support report, "Graphics" section shows no "GPU Accelerated Windows": Adapter Description NVIDIA Corporation -- GeForce GTX 460/PCIe/SSE2 Vendor ID NVIDIA Corporation Device ID GeForce GTX 460/PCIe/SSE2 Driver Version 4.2.0 NVIDIA 295.53 WebGL Renderer NVIDIA Corporation -- GeForce GTX 460/PCIe/SSE2 -- 4.2.0 NVIDIA 295.53 GPU Accelerated Windows 0 AzureBackend skia I use the following site to test hardware acceleration: http://ie.microsoft.com/testdrive/Performance/FishBowl/ On Windows 7 I get 60 fps even with 1,750 fishes on browser's Full Screen Mode (1680x1050x32bit-color). On Ubuntu 12.04 LTS, same nVidia drivers (as shown in report), won't go faster than 15 fps with only 1,000 fishes. Can anybody help me? Best Regards,

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  • Proper updating of GeoClipMaps

    - by thr
    I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that i just can't seem to understand, specifically this paragraph and more precisely the bolded part: The choice of grid size n = 2k-1 has the further advantage that the finer level is never exactly centered with respect to its parent next-coarser level. In other words, it is always offset by 1 grid unit either left or right, as well as either top or bottom (see Figure 2-4), depending on the position of the viewpoint. In fact, it is necessary to allow a finer level to shift while its next-coarser level stays fixed, and therefore the finer level must sometimes be off-center with respect to the next-coarser level. An alternative choice of grid size, such as n = 2k-3, would provide the possibility for exact centering Let's take an example image from the article: My "understanding" of the way the clip maps were update was that you floor the position of the viewpoint to an int, and such get the center vertex point if this is not the same as the previous center point, you update the entire map. Now, this obviously is not the case - but what I am failing to understand is this: If you look at the image above, if the viewpoint was to move one unit to the right, then the inner ring (the one just around the view point + white center square) would end up getting a 1 unit space on both the left and right side of itself. But there is nothing in the paper that deals with this, what i mean is that it would end up looking like this (excuse my crummy cut-and-paste editing of the above image): This is obviously not a valid state of the. So, would the solution be that a clip ring (layer) can only move in increments of the ring/layer it's contained within? Wouldn't this end up being very restrictive? I feel like I am missing some crucial understanding of parts of the algorithm, but I have been over both this paper and the original paper from 2004 and I just can't see what I am not getting.

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  • CUDA 4.1 Update

    - by N0xus
    I'm currently working on porting a particle system to update on the GPU via the use of CUDA. With CUDA, I've already passed over the required data I need to the GPU and allocated and copied the date via the host. When I build the project, it all runs fine, but when I run it, the project says I need to allocate my h_position pointer. This pointer is my host pointer and is meant to hold the data. I know I need to pass in the current particle position to the required cudaMemcpy call and they are currently stored in a list with a for loop being created and interated for each particle calling the following line of code: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); My current host side cuda code looks like this: float* h_position; // Your host pointer. This holds the data (I assume it's already filled with the data.) float* d_position; // Your device pointer, we will allocate and fill this float* d_velocity; float* d_time; int threads_per_block = 128; // You should play with this value int blocks = m_maxParticles/threads_per_block + ( (m_maxParticles%threads_per_block)?1:0 ); const int N = 10; size_t size = N * sizeof(float); cudaMalloc( (void**)&d_position, m_maxParticles * sizeof(float) ); cudaMemcpy( d_position, h_position, m_maxParticles * sizeof(float), cudaMemcpyHostToDevice); Both of which were / can be found inside my UpdateParticle() method. I had originally thought it would be a simple case of changing the h_position variable in the cudaMemcpy to m_particleList[i] but then I get the following error: no suitable conversion function from "ParticleSystemClass::ParticleType" to "const void *" exists I've probably messed up somewhere, but could someone please help fix the issues I'm facing. Everything else seems to running fine, it's just when I try to run the program that certain things hit the fan.

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  • How recovery zip password using CUDA (GPU) ?

    - by marc
    Welcome, How can i recovery zip password on linux using CUDA (GPU). From 2 day's i'm trying using "fcrackzip" but it's too slow. Few months back i saw some application that can use GPU / CUDA and get large performance boost in compare to CPU. If brute-force using cuda is not possible, please tell me what's the best application for dictionary attack, and where can i find best (largest) dictionary. Regards

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  • Apport-gpu-error-intel.py crash

    - by artfulrobot
    Feeling disempowered by Ubuntu's new bug reporting policy/system. My Intel i5 machines have all experienced daily (if not more frequent) freezes, but it's very difficult to report bugs now and policy instead is just for ubuntu to collect counts; no way for me to see that anything is (or is not) being worked on. I've just experienced a freeze and now on reboot I'm stuck in a cycle of "Ubuntu has an internal error" (presumably Ubuntu never experiences an external error...) do you want to report it? Yes. Oh another internal error... It looks like this report could contain useful information. Is there anyway to make sure it gets provided to the people who can fix it?

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  • Retrieving system information without WMI

    - by user94481
    I want to write an application where I can fetch system information like CPU-Z (for example) does. I don't want to rely on WMI, because I want to grab stuff like information about the manufacturing process of the GPU (like from a database) and I don't want to maintain this by myself, because that would require too much effort. I already came up with HWiNFO32 SDK but I wonder if there are any (maybe free) alternatives to it?

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  • Kepler, la nouvelle architecture GPU de NVIDIA : présentation de la technologie et de ses performances

    Kepler, la nouvelle architecture de processeur graphique de NVIDIA Présentation des nouvelles technologies et des performances Annoncée depuis plusieurs mois, la nouvelle architecture de carte graphique de NVIDIA est officiellement annoncée la semaine dernière. Cette nouvelle architecture est destinée à concurrencer la nouvelle architecture de AMD sortie le mois dernier. La première carte de cette gamme se nomme GTX 680 et est basée sur la puce GK104. Pour la génération précédente (architecture FERMI), NVIDIA s'était focalisé sur l'ajout de la tessellation et l'amélioration des performances. Pour Kepler, NVIDIA a travaillé principalement sur la consommation d'énergie : gravure 28nm, nouveaux SMX, GP...

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  • Giant battery consumption with dual graphics solution (only i-gpu working)

    - by Noel
    I use a Laptop with Intel Core i7 SandyBridge and integrated Intel HD3000 graphics as well as a Nvidia Geforce GTS 555M. So far, I got the impression my Laptop was running with the Nvidia graphics adapter only because the fan was always running on highest speed (and loudest noise) and it was getting very hot even when doing nothing. Also the battery is empty after ~40-50 minutes (while having ~4-5 hours with Intel graphics in Win7). Since this can't be healthy I wanted to switch to the integrated graphics instead. I was fairly surprised when the System Information showed me that the as graphics adapter I use "Intel M". Why is my battery empty so fast with Ubuntu? Without using the NVIDIA graphics adapter? Summary: I DONT WANT to use the Nvidia graphics adapter (OPTIMUS), I just want the Intel solution. As I have understood, the Intel solution is running already, emptying my battery 10x as fast as Win7. What is wrong? Any ideas?

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  • How do I determine whether bumblebee is working as expected?

    - by Christian Fazzini
    I followed the instructions at https://wiki.ubuntu.com/Bumblebee sudo add-apt-repository ppa:bumblebee/stable sudo add-apt-repository ppa:ubuntu-x-swat/x-updates sudo apt-get update Instead of installing the proprietary nvidia drivers, via: sudo apt-get install bumblebee bumblebee-nvidia linux-headers-generic I did: sudo apt-get install --no-install-recommends bumblebee linux-headers-generic How do I determine that power savings mode is active and that my dedicated GPU isn't running? One thing that bugs me is that if I go to System Settings - Details - Graphics. Driver is shown as Unknown.

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  • Problems when rendering code on Nvidia GPU

    - by 2am
    I am following OpenGL GLSL cookbook 4.0, I have rendered a tesselated quad, as you see in the screenshot below, and i am moving Y coordinate of every vertex using a time based sin function as given in the code in the book. This program, as you see on the text in the image, runs perfectly on built in Intel HD graphics of my processor, but i have Nvidia GT 555m graphics in my laptop, (which by the way has switchable graphics) when I run the program on the graphic card, the OpenGL shader compilation fails. It fails on following instruction.. pos.y = sin.waveAmp * sin(u); giving error Error C1105 : Cannot call a non-function I know this error is coming on the sin(u) function which you see in the instruction. I am not able to understand why? When i removed sin(u) from the code, the program ran fine on Nvidia card. Its running with sin(u) fine on Intel HD 3000 graphics. Also, if you notice the program is almost unusable with intel HD 3000 graphics, I am getting only 9FPS, which is not enough. Its too much load for intel HD 3000. So, sin(X) function is not defined in the OpenGL specification given by Nvidia drivers or something else??

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  • Tutoriel OpenGL Moderne : indexation VBO, optimisez vos tampons GPU en OpenGL 3 et supérieur

    Bonjour à tous,La rubrique 2D/3D/Jeux est heureuse de vous présenter une la suite de la série de tutoriels consacrée à OpenGL moderne (les versions à partir d'OpenGL 3.3). Ces tutoriels vous permettront d'intégrer facilement les nouveaux concepts d'OpenGL afin de profiter au maximum des dernières technologies de vos cartes graphiques. Ce neuvième tutoriel vous apprendra à optimiser vos tampons en indexant les VBO.Bonne lecture.

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