This document summarizes Dr. Simon Scarle's work using the GPU of the Xbox 360 to simulate a cardiac model. It outlines his background and research into cardiac arrhythmias. It then describes how GPUs are well-suited for parallel computing tasks like particle simulations. Dr. Scarle reimplemented his cardiac tissue simulation code on the Xbox 360 GPU and saw a performance improvement over running it on the CPU. He believes GPUs are a powerful tool for scientific computing and hopes to make simulations more accessible through game-like visualizations and interfaces.
This document summarizes great vessel and cardiac trauma, specifically focusing on blunt aortic injury (BAI). It provides background on the epidemiology, pathology, clinical presentation and diagnosis of BAI. It states that BAI most commonly results from motor vehicle accidents, typically occurring in the aortic isthmus. Clinical presentation is often nonspecific, but clues like chest deformities or unequal blood pressures raise suspicion. Diagnosis is now typically made using computed tomography angiography, which has high sensitivity and specificity.
The document discusses Microsoft's marketing strategy for the Xbox 360 game console around the holiday season. It aims to make the Xbox 360 more affordable for families and position it as a family entertainment system rather than just for gaming. Key tactics include lowering the Xbox 360 price, partnering with retailers for promotions and giveaways, and marketing the system's ability to connect families online and stream content. The goal is to expand the target market and reduce post-purchase remorse over 6 months to a year.
How I Learned to Stop Worrying and Love Google GlassWolf Loescher
The document is a presentation about Google Glass. It provides an overview of Google Glass, including what it is, its technical specifications, how to use basic commands, how to develop apps for it, and privacy concerns. The presenter discusses his experience wearing Google Glass all day and developing apps for the platform.
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. This is the detailed presentation on xbox 360.
The document discusses the history and features of the Xbox 360 gaming console. It describes how the Xbox 360 was developed by Microsoft to succeed the original Xbox and compete with the PlayStation 3 and Wii. The Xbox 360 launched in 2005 and was a major success, selling over 10 million units by the end of 2006. It featured an improved design over the original Xbox and introduced users to Xbox Live online multiplayer gaming.
The document provides an overview of the Xbox 360 video game console. It discusses the history and components of the Xbox 360, including its controller, Kinect motion sensor camera, and headset peripheral devices. It also briefly compares the Xbox 360 to the PlayStation and Wii consoles from Sony and Nintendo, respectively, and outlines some advantages and disadvantages of the Xbox 360.
Google Glass is a wearable computer developed by Google's secretive X lab that features an optical head-mounted display. It displays information like a smartphone in a hands-free format accessible through voice commands. The display has the equivalent resolution of a 25-inch screen from 8 feet away and includes a camera, bone conduction audio, WiFi, Bluetooth, and storage synced to the cloud. Glass uses technologies like augmented reality, eye tap displays, and Android software. While it provides easy access to information and assistance, critics raise privacy and safety concerns about its use.
This document provides an overview of cardiac trauma, including both blunt and penetrating trauma. It discusses the history of cardiac surgery and treatments. For blunt cardiac trauma, it covers injury patterns, roles of ECG, cardiac enzymes, radiology, and clinical management. Penetrating cardiac trauma has higher mortality than blunt trauma. Prehospital considerations are to scoop and run the patient. The document advises when emergency department thoracotomy may be indicated for resuscitation of penetrating trauma. It concludes with reminding readers to maintain a high suspicion for cardiac trauma.
This document summarizes great vessel and cardiac trauma, specifically focusing on blunt aortic injury (BAI). It provides background on the epidemiology, pathology, clinical presentation and diagnosis of BAI. It states that BAI most commonly results from motor vehicle accidents, typically occurring in the aortic isthmus. Clinical presentation is often nonspecific, but clues like chest deformities or unequal blood pressures raise suspicion. Diagnosis is now typically made using computed tomography angiography, which has high sensitivity and specificity.
The document discusses Microsoft's marketing strategy for the Xbox 360 game console around the holiday season. It aims to make the Xbox 360 more affordable for families and position it as a family entertainment system rather than just for gaming. Key tactics include lowering the Xbox 360 price, partnering with retailers for promotions and giveaways, and marketing the system's ability to connect families online and stream content. The goal is to expand the target market and reduce post-purchase remorse over 6 months to a year.
How I Learned to Stop Worrying and Love Google GlassWolf Loescher
The document is a presentation about Google Glass. It provides an overview of Google Glass, including what it is, its technical specifications, how to use basic commands, how to develop apps for it, and privacy concerns. The presenter discusses his experience wearing Google Glass all day and developing apps for the platform.
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. This is the detailed presentation on xbox 360.
The document discusses the history and features of the Xbox 360 gaming console. It describes how the Xbox 360 was developed by Microsoft to succeed the original Xbox and compete with the PlayStation 3 and Wii. The Xbox 360 launched in 2005 and was a major success, selling over 10 million units by the end of 2006. It featured an improved design over the original Xbox and introduced users to Xbox Live online multiplayer gaming.
The document provides an overview of the Xbox 360 video game console. It discusses the history and components of the Xbox 360, including its controller, Kinect motion sensor camera, and headset peripheral devices. It also briefly compares the Xbox 360 to the PlayStation and Wii consoles from Sony and Nintendo, respectively, and outlines some advantages and disadvantages of the Xbox 360.
Google Glass is a wearable computer developed by Google's secretive X lab that features an optical head-mounted display. It displays information like a smartphone in a hands-free format accessible through voice commands. The display has the equivalent resolution of a 25-inch screen from 8 feet away and includes a camera, bone conduction audio, WiFi, Bluetooth, and storage synced to the cloud. Glass uses technologies like augmented reality, eye tap displays, and Android software. While it provides easy access to information and assistance, critics raise privacy and safety concerns about its use.
This document provides an overview of cardiac trauma, including both blunt and penetrating trauma. It discusses the history of cardiac surgery and treatments. For blunt cardiac trauma, it covers injury patterns, roles of ECG, cardiac enzymes, radiology, and clinical management. Penetrating cardiac trauma has higher mortality than blunt trauma. Prehospital considerations are to scoop and run the patient. The document advises when emergency department thoracotomy may be indicated for resuscitation of penetrating trauma. It concludes with reminding readers to maintain a high suspicion for cardiac trauma.
This document summarizes various types of thoracic trauma. It covers epidemiology, injuries to the chest wall including rib fractures and flail chest. It also discusses pulmonary injuries such as pulmonary contusion, pneumothorax, hemothorax, and tracheobronchial injuries. Cardiovascular injuries addressed include myocardial contusion, myocardial rupture, penetrating cardiac injury, and acute pericardial tamponade. Management strategies are provided for each type of injury.
Google Glass is a wearable computer with an optical head-mounted display that is being developed by Google. It functions as a smartphone that can be controlled via voice commands to access information like maps, emails, photos and more. The device has a camera, microphone, touchpad, Android operating system and can connect to the internet via WiFi and Bluetooth. While promising hands-free access to information, concerns exist around privacy and safety issues that come with an internet-connected device worn on a user's face.
The Xbox is a video gaming brand series created by Microsoft.
in the sixth to eighth generations, as well as applications , streaming services, and the online service.
Project Loon is a Google project that aims to provide internet access to rural and remote areas using high-altitude balloons. The balloons float in the stratosphere and work together to form a wireless network with long-range radio links. This network is used to beam an internet connection to users on the ground with special antennas. The balloons are steered by rising and falling to different wind layers to remain over desired regions. The goal is to give more of the world access to broadband-like internet using renewable energy through a network of balloons.
Project Glass is a Google research program developing augmented reality glasses. The glasses would allow hands-free access to smartphone information through voice commands and a small video display visible through the lens. Key features would include notifications, maps, photos/videos. The glasses use technologies like wearable computing, ambient intelligence, Android, and augmented reality. Advantages are easy access to information, but disadvantages include privacy concerns and potential for distraction. The future of Project Glass could include improved designs as the technology becomes more integrated into daily life.
Project Loon is a network of balloons traveling in the stratosphere designed to connect people in rural areas. An experimental pilot launched 30 balloons over New Zealand in 2013 to test the technology. The balloons float 20 miles above the Earth, using software to ride wind currents to positions that form a communications network. Each balloon provides internet coverage to an area of about 40 square kilometers using solar power and bouncing signals between balloons. The goal is to increase internet access for remote areas around the world.
Project Loon is a Google project that aims to provide internet access to rural and remote areas using high-altitude balloons stationed in the stratosphere. The balloons act as floating cell phone towers, connecting users on the ground and relaying internet signals via a balloon-to-balloon network. Each balloon is over 15 meters wide, uses solar panels for power, and carries communications payloads and navigation equipment. Google has conducted several test launches of Project Loon balloons to beam internet access to users in places like New Zealand's South Island. The ultimate goal is to improve connectivity in developing regions that lack reliable wired infrastructure.
Project Loon is Google's initiative to provide internet access to rural and remote areas using high-altitude balloons. The balloons float in the stratosphere twice as high as airplanes, and are carried around by wind currents which can be used to steer them. Each balloon can connect people within a 40km diameter area. The first pilot test took place in 2013 over New Zealand using 30 balloons to beam the internet to test users. The project aims to eventually form a network of balloons to expand internet access globally.
This document presents a summary of Google Glass. It was presented by Nidhin P Koshy for the ECE department at TKMIT. Google Glass is a wearable computer with an augmented reality display developed by Google. It features a camera, display, touchpad, battery and microphone built into a spectacle frame. The display uses a prism to project 640x360 resolution graphics equivalent to a 25 inch screen from 8 feet away. Voice commands through the microphone allow users to take pictures, get directions, send messages and more just by speaking. While innovative, some disadvantages are potential privacy issues from photos taken without permission and distraction from the visual display blocking the user's line of sight.
Project Loon is a research and development project being developed by Google
Project loon is a network of balloon Travelling on edge of space , designed to connect with the people In Rural and Remote areas.
Project Glass is a Google research project to develop smart glasses featuring a head-mounted display and allowing hands-free access to information via natural language voice commands. The glasses are being developed by Google X Lab and will communicate with mobile phones via WiFi to display notifications and respond to voice commands. Some key features of Google Glass include a small video display, camera, speaker, microphone and touchpad. [/SUMMARY]
The document compares the hardware architectures and graphics processing capabilities of the Xbox 360 and PlayStation 3 game consoles. Both consoles use procedural synthesis to optimize rendering of 3D scenes from stored data. The Xbox 360 uses a GPU designed specifically for gaming by Microsoft and ATI, while the PS3 uses a GPU not primarily designed for gaming. As a result, the Xbox 360's graphics rendering is generally more optimized for games. However, both consoles have trade-offs, so the best choice depends on intended use and price.
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
1. The document discusses GPUs and their advantages for machine learning tasks like deep learning and parallel computing. GPUs have many parallel processors that can accelerate matrix multiplications and other computations used in machine learning algorithms.
2. It introduces CUDA and how it allows GPUs to be programmed for general purpose processing through a parallel computing model. Examples are given of how matrix multiplications and convolutional neural network operations can be parallelized on GPUs.
3. H2O is presented as a machine learning platform that supports GPU acceleration for algorithms like gradient boosted machines, enabling faster training on large datasets. Instructions are provided on getting started with CUDA, cuDNN and using GPUs for machine learning.
PhD defense talk (portfolio of my expertise)Gernot Ziegler
Graphics hardware has evolved from specialized graphics processors to general purpose GPUs capable of parallel data processing. This document outlines several ways GPUs can be used for visual computing and general data processing tasks. It describes using GPUs for classical computer vision tasks like stereo reconstruction as well as general data structures like quadtrees, octrees, and data compaction/expansion algorithms. The key challenges of parallelizing algorithms on GPUs and techniques like histogram pyramids for data-parallel processing of feature streams are discussed. Several publications applying these GPU techniques to problems in lighting simulation, point cloud generation, and iso-surface extraction are also summarized.
FGS 2011: Making A Game With Molehill: Zombie Tycoonmochimedia
Luc Beaulieu and Jean-Philipe Auclair from Frima Studio share their experience working with Adobe's new Molehill API's in making their new game "Zombie Tycoon".
Optimizing the graphics pipeline with computeWuBinbo
The document discusses optimizing graphics rendering by using compute shaders to cull triangles on the GPU before rendering. It begins by providing acronyms for AMD GPU concepts. It then describes how the author experimented with offloading hull shader work and triangle culling to compute shaders, which showed performance improvements. The document outlines opportunities for using compute shaders to preprocess geometry more efficiently than the traditional graphics pipeline approach.
At StampedeCon 2014, John Tran of NVIDIA presented "GPUs in Big Data." Modern graphics processing units (GPUs) are massively parallel general-purpose processors that are taking Big Data by storm. In terms of power efficiency, compute density, and scalability, it is clear now that commodity GPUs are the future of parallel computing. In this talk, we will cover diverse examples of how GPUs are revolutionizing Big Data in fields such as machine learning, databases, genomics, and other computational sciences.
Report on GPGPU at FCA (Lyon, France, 11-15 October, 2010)PhtRaveller
This repost was presented at Fronties in Computational Astrophysics Conference (Lyon, France, 11-15 October, 2010). I give brief and light introduction to CUDA architecture and it's benefits for scientific HPC. Also a brief description about KIPT in-house package for N-body simulations is given. This talk with minor differences was also presented at
seminars in Institute for Single Crystals (Kharkov) and Kharkov Institute of Physics and Technology.
Heshan Lin: Accelerating Short Read Mapping, Local Realignment, and a Discove...GigaScience, BGI Hong Kong
This document discusses accelerating DNA sequence analysis using graphics processing units (GPUs). GPUs offer massively parallel processing power comparable to supercomputers and can be 10x faster than CPUs for some sequence analysis tasks. While GPUs show promise for speeding up algorithms like sequence alignment, developing optimized GPU code requires rethinking algorithms to leverage lots of parallel threads. Initial results demonstrate speedups of 6.5x for BLASTP and 30x for Smith-Waterman alignment on GPUs. Fully realizing the potential of GPUs for sequence analysis will require further optimization of existing algorithms and development of new parallel algorithms tailored for GPU architectures.
The document discusses threading techniques for multi-core processors in popular PC games and game engines. It provides examples of how games like Supreme Commander, Gamebryo, and Hellgate: London use threading to improve performance and enable new features. The document also discusses common threading patterns used in games and how threading is being used today to target multi-core processors.
This document summarizes various types of thoracic trauma. It covers epidemiology, injuries to the chest wall including rib fractures and flail chest. It also discusses pulmonary injuries such as pulmonary contusion, pneumothorax, hemothorax, and tracheobronchial injuries. Cardiovascular injuries addressed include myocardial contusion, myocardial rupture, penetrating cardiac injury, and acute pericardial tamponade. Management strategies are provided for each type of injury.
Google Glass is a wearable computer with an optical head-mounted display that is being developed by Google. It functions as a smartphone that can be controlled via voice commands to access information like maps, emails, photos and more. The device has a camera, microphone, touchpad, Android operating system and can connect to the internet via WiFi and Bluetooth. While promising hands-free access to information, concerns exist around privacy and safety issues that come with an internet-connected device worn on a user's face.
The Xbox is a video gaming brand series created by Microsoft.
in the sixth to eighth generations, as well as applications , streaming services, and the online service.
Project Loon is a Google project that aims to provide internet access to rural and remote areas using high-altitude balloons. The balloons float in the stratosphere and work together to form a wireless network with long-range radio links. This network is used to beam an internet connection to users on the ground with special antennas. The balloons are steered by rising and falling to different wind layers to remain over desired regions. The goal is to give more of the world access to broadband-like internet using renewable energy through a network of balloons.
Project Glass is a Google research program developing augmented reality glasses. The glasses would allow hands-free access to smartphone information through voice commands and a small video display visible through the lens. Key features would include notifications, maps, photos/videos. The glasses use technologies like wearable computing, ambient intelligence, Android, and augmented reality. Advantages are easy access to information, but disadvantages include privacy concerns and potential for distraction. The future of Project Glass could include improved designs as the technology becomes more integrated into daily life.
Project Loon is a network of balloons traveling in the stratosphere designed to connect people in rural areas. An experimental pilot launched 30 balloons over New Zealand in 2013 to test the technology. The balloons float 20 miles above the Earth, using software to ride wind currents to positions that form a communications network. Each balloon provides internet coverage to an area of about 40 square kilometers using solar power and bouncing signals between balloons. The goal is to increase internet access for remote areas around the world.
Project Loon is a Google project that aims to provide internet access to rural and remote areas using high-altitude balloons stationed in the stratosphere. The balloons act as floating cell phone towers, connecting users on the ground and relaying internet signals via a balloon-to-balloon network. Each balloon is over 15 meters wide, uses solar panels for power, and carries communications payloads and navigation equipment. Google has conducted several test launches of Project Loon balloons to beam internet access to users in places like New Zealand's South Island. The ultimate goal is to improve connectivity in developing regions that lack reliable wired infrastructure.
Project Loon is Google's initiative to provide internet access to rural and remote areas using high-altitude balloons. The balloons float in the stratosphere twice as high as airplanes, and are carried around by wind currents which can be used to steer them. Each balloon can connect people within a 40km diameter area. The first pilot test took place in 2013 over New Zealand using 30 balloons to beam the internet to test users. The project aims to eventually form a network of balloons to expand internet access globally.
This document presents a summary of Google Glass. It was presented by Nidhin P Koshy for the ECE department at TKMIT. Google Glass is a wearable computer with an augmented reality display developed by Google. It features a camera, display, touchpad, battery and microphone built into a spectacle frame. The display uses a prism to project 640x360 resolution graphics equivalent to a 25 inch screen from 8 feet away. Voice commands through the microphone allow users to take pictures, get directions, send messages and more just by speaking. While innovative, some disadvantages are potential privacy issues from photos taken without permission and distraction from the visual display blocking the user's line of sight.
Project Loon is a research and development project being developed by Google
Project loon is a network of balloon Travelling on edge of space , designed to connect with the people In Rural and Remote areas.
Project Glass is a Google research project to develop smart glasses featuring a head-mounted display and allowing hands-free access to information via natural language voice commands. The glasses are being developed by Google X Lab and will communicate with mobile phones via WiFi to display notifications and respond to voice commands. Some key features of Google Glass include a small video display, camera, speaker, microphone and touchpad. [/SUMMARY]
The document compares the hardware architectures and graphics processing capabilities of the Xbox 360 and PlayStation 3 game consoles. Both consoles use procedural synthesis to optimize rendering of 3D scenes from stored data. The Xbox 360 uses a GPU designed specifically for gaming by Microsoft and ATI, while the PS3 uses a GPU not primarily designed for gaming. As a result, the Xbox 360's graphics rendering is generally more optimized for games. However, both consoles have trade-offs, so the best choice depends on intended use and price.
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
1. The document discusses GPUs and their advantages for machine learning tasks like deep learning and parallel computing. GPUs have many parallel processors that can accelerate matrix multiplications and other computations used in machine learning algorithms.
2. It introduces CUDA and how it allows GPUs to be programmed for general purpose processing through a parallel computing model. Examples are given of how matrix multiplications and convolutional neural network operations can be parallelized on GPUs.
3. H2O is presented as a machine learning platform that supports GPU acceleration for algorithms like gradient boosted machines, enabling faster training on large datasets. Instructions are provided on getting started with CUDA, cuDNN and using GPUs for machine learning.
PhD defense talk (portfolio of my expertise)Gernot Ziegler
Graphics hardware has evolved from specialized graphics processors to general purpose GPUs capable of parallel data processing. This document outlines several ways GPUs can be used for visual computing and general data processing tasks. It describes using GPUs for classical computer vision tasks like stereo reconstruction as well as general data structures like quadtrees, octrees, and data compaction/expansion algorithms. The key challenges of parallelizing algorithms on GPUs and techniques like histogram pyramids for data-parallel processing of feature streams are discussed. Several publications applying these GPU techniques to problems in lighting simulation, point cloud generation, and iso-surface extraction are also summarized.
FGS 2011: Making A Game With Molehill: Zombie Tycoonmochimedia
Luc Beaulieu and Jean-Philipe Auclair from Frima Studio share their experience working with Adobe's new Molehill API's in making their new game "Zombie Tycoon".
Optimizing the graphics pipeline with computeWuBinbo
The document discusses optimizing graphics rendering by using compute shaders to cull triangles on the GPU before rendering. It begins by providing acronyms for AMD GPU concepts. It then describes how the author experimented with offloading hull shader work and triangle culling to compute shaders, which showed performance improvements. The document outlines opportunities for using compute shaders to preprocess geometry more efficiently than the traditional graphics pipeline approach.
At StampedeCon 2014, John Tran of NVIDIA presented "GPUs in Big Data." Modern graphics processing units (GPUs) are massively parallel general-purpose processors that are taking Big Data by storm. In terms of power efficiency, compute density, and scalability, it is clear now that commodity GPUs are the future of parallel computing. In this talk, we will cover diverse examples of how GPUs are revolutionizing Big Data in fields such as machine learning, databases, genomics, and other computational sciences.
Report on GPGPU at FCA (Lyon, France, 11-15 October, 2010)PhtRaveller
This repost was presented at Fronties in Computational Astrophysics Conference (Lyon, France, 11-15 October, 2010). I give brief and light introduction to CUDA architecture and it's benefits for scientific HPC. Also a brief description about KIPT in-house package for N-body simulations is given. This talk with minor differences was also presented at
seminars in Institute for Single Crystals (Kharkov) and Kharkov Institute of Physics and Technology.
Heshan Lin: Accelerating Short Read Mapping, Local Realignment, and a Discove...GigaScience, BGI Hong Kong
This document discusses accelerating DNA sequence analysis using graphics processing units (GPUs). GPUs offer massively parallel processing power comparable to supercomputers and can be 10x faster than CPUs for some sequence analysis tasks. While GPUs show promise for speeding up algorithms like sequence alignment, developing optimized GPU code requires rethinking algorithms to leverage lots of parallel threads. Initial results demonstrate speedups of 6.5x for BLASTP and 30x for Smith-Waterman alignment on GPUs. Fully realizing the potential of GPUs for sequence analysis will require further optimization of existing algorithms and development of new parallel algorithms tailored for GPU architectures.
The document discusses threading techniques for multi-core processors in popular PC games and game engines. It provides examples of how games like Supreme Commander, Gamebryo, and Hellgate: London use threading to improve performance and enable new features. The document also discusses common threading patterns used in games and how threading is being used today to target multi-core processors.
Professional Project - C++ OpenCL - Platform agnostic hardware acceleration ...Callum McMahon
This document is a final year project report for a student at the University of Surrey that explores platform agnostic hardware acceleration for deep neural networks using OpenCL. The student developed a basic cross-platform neural network library in C++ using OpenCL to enable hardware acceleration on CPUs and GPUs from different vendors. Validation tests were performed training multilayer networks on MNIST data. The best network trained to 4.5% error over 200 epochs in 53 minutes on an AMD Fury X, around 5x faster than an Intel i7 CPU. While performance was better on the GPU, further optimizations could be made to better utilize the GPU's computational capabilities. The library targets Windows 64-bit but porting to other platforms would be straightforward
Getting The Most Out of VR | Sinjin BainJessica Tams
Delivered at Casual Connect Europe 2016
Virtual Reality and Augmented (or Mixed) Reality have unique and distinct capabilities from other interactive platforms that require new approaches to development and content creation and management. We will explore some innovative approaches to runtime performance, collaborative development, data and live operations to get the most out of your games in development.
Monte Carlo simulation is well-suited for GPU acceleration due to its highly parallel nature. GPUs provide lower cost and higher performance than CPUs for Monte Carlo applications. Numerical libraries for GPUs allow developers to focus on their models rather than reimplementing basic components. NAG has developed GPU libraries including random number generators and is working with financial institutions to apply Monte Carlo simulations to problems in finance.
In this deck from Switzerland HPC Conference, Gunter Roeth from NVIDIA presents: Deep Learning on the SaturnV Cluster.
"Machine Learning is among the most important developments in the history of computing. Deep learning is one of the fastest growing areas of machine learning and a hot topic in both academia and industry. It has dramatically improved the state-of-the-art in areas such as speech recognition, computer vision, predicting the activity of drug molecules, and many other machine learning tasks. The basic idea of deep learning is to automatically learn to represent data in multiple layers of increasing abstraction, thus helping to discover intricate structure in large datasets. NVIDIA has invested in SaturnV, a large GPU-accelerated cluster, (#28 on the November 2016 Top500 list) to support internal machine learning projects. After an introduction to deep learning on GPUs, we will address a selection of open questions programmers and users may face when using deep learning for their work on these clusters."
Watch the video: http://wp.me/p3RLHQ-gDv
Learn more: http://www.nvidia.com/object/dgx-saturnv.html
and
http://hpcadvisorycouncil.com/events/2017/swiss-workshop/agenda.php
Sign up for our insideHPC Newsletter: http://insidehpc.com/newsletter
The document discusses the future of computing platforms and how they will change to handle massive amounts of data and machine learning tasks. Some key points:
- Traditional views of performance gains from clock speed increases are over. New architectures enabled by multi-core CPUs will radically change computing.
- "Big data" tasks like search, machine learning, and real-time data analysis will be increasingly important drivers of new computing platforms.
- Simple machine learning models applied to massive amounts of data can produce useful results, even without deep domain expertise. This approach has been demonstrated to work well for tasks like language translation.
- Future platforms may blend CPUs and GPUs differently to best handle both serial and parallel tasks for big data and machine
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Johan Andersson
1. The document discusses parallel graphics techniques used in the Frostbite game engine, both currently and potentially in the future. It describes using job-based parallelism to utilize multiple CPU cores and the PS3 SPUs.
2. One technique is parallel command buffer recording to dispatch draw calls to multiple command buffers and scale linearly with core count. Another is software occlusion culling using the SPUs/CPU to rasterize a coarse z-buffer.
3. Potential future techniques discussed include deferred shading using compute shaders, with the compute shader culling lights and accumulating lighting per screen-space tile.
Introduction to the Graphics Pipeline of the PS3Slide_N
This document provides an overview of the graphics pipeline in the PlayStation 3 (PS3) as presented by Cedric Perthuis. It describes the key hardware components like the Cell processor with its SPEs and RSX graphics processor. It also discusses the software APIs like PSGL, a version of OpenGL ES, and extensions developed for the PS3. Examples are provided of how to utilize the unique hardware architecture, such as using SPEs to preprocess particle system data.
A SURVEY ON GPU SYSTEM CONSIDERING ITS PERFORMANCE ON DIFFERENT APPLICATIONScseij
This document summarizes a survey on GPU systems and their performance on different applications. It discusses how GPUs can be used for general purpose computing due to their high parallel processing capabilities. Several computational intensive applications that achieve speedups when implemented on GPUs are described, including video decoding, matrix multiplication, parallel AES encryption, and password recovery for MS office documents. The GPU architecture and Nvidia's CUDA programming model are also summarized. While GPUs provide significant performance benefits, some limitations for non-graphics applications are noted. The conclusion is that GPUs are a good alternative for computational intensive tasks to reduce CPU load and improve performance compared to CPU-only implementations.
Similar to Putting a Heart into a Box:GPGPU simulation of a Cardiac Model on the Xbox 360 (20)
Northern Engraving | Nameplate Manufacturing Process - 2024Northern Engraving
Manufacturing custom quality metal nameplates and badges involves several standard operations. Processes include sheet prep, lithography, screening, coating, punch press and inspection. All decoration is completed in the flat sheet with adhesive and tooling operations following. The possibilities for creating unique durable nameplates are endless. How will you create your brand identity? We can help!
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Discover top-tier mobile app development services, offering innovative solutions for iOS and Android. Enhance your business with custom, user-friendly mobile applications.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
Digital Banking in the Cloud: How Citizens Bank Unlocked Their MainframePrecisely
Inconsistent user experience and siloed data, high costs, and changing customer expectations – Citizens Bank was experiencing these challenges while it was attempting to deliver a superior digital banking experience for its clients. Its core banking applications run on the mainframe and Citizens was using legacy utilities to get the critical mainframe data to feed customer-facing channels, like call centers, web, and mobile. Ultimately, this led to higher operating costs (MIPS), delayed response times, and longer time to market.
Ever-changing customer expectations demand more modern digital experiences, and the bank needed to find a solution that could provide real-time data to its customer channels with low latency and operating costs. Join this session to learn how Citizens is leveraging Precisely to replicate mainframe data to its customer channels and deliver on their “modern digital bank” experiences.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
AppSec PNW: Android and iOS Application Security with MobSF
Putting a Heart into a Box:GPGPU simulation of a Cardiac Model on the Xbox 360
1. Putting a Heart into a Box GPGPU simulation of a Cardiac Model on the Xbox 360 Dr Simon Scarle Serious Games Institute Coventry University
2. Outline Me : Where I’m from and what I do/did Serious Games: Tito Beco Games with a Purpose & GPGPU Particles Cardiac Modelling Previous work XBox 360 GPU In the News Public Understanding of Science Exchange between research and Games
3. Who am I? BSc Mathematical Physics UMIST PhD Theoretical Physics KCL Substitutional defects in semiconductors PDRA Extended linear Defects Thin film delamination Ion motion in a polymer Electro-cardio dynamics Rare STG Serious Games Project Senior Programmer
6. NHS fundedTo inform children about ideas related to good nutrition and exercise Key stage 2 8-11 years No overt teaching Information as much as possible presented via Gameplay not “lecturing” (Everand) Physically Enhanced puzzles Simple and well known puzzle game formats presented in a motion controlled manner As much as possible all interaction via motion Not as good a “real” exercise but better than a controller
8. Games Hardware: Serious Use University of Illinois 70 PS2 supercomputer Folding/SETI at Home Folding Game – Games with a Purpose New Scientist Article Games Consoles Reveal their Hidden Power 16 linked PS3’s calculating gravity waves from black hole collisions Other researchers using high-end graphics cards on PC’s to simulate the repulsion between two electrons in an atom
9. But it’s only a Games Console? Almost by definition the current Generation of games consoles and PCs are the most powerful bangs per buck computing hardware you can buy The cell chip at the heart of the PS3 is the CPU now used in IBM’s high-end systems XBox 360 Xenon – triple core 3.2 GHz PowerPC processor Custom ATI 500 MHz GPU
10. What is GPGPU? General-Purpose computation on the GPU General-Programming on the GPU Modern Graphical Processing Units are highly optimised parallel computing devices But highly optimised for graphics But if your problem can be put in a form usable by the GPU you can still exploit this GPU becoming more programmable HLSL (cut down C ) Compute Unified Device Architecture (Nvidia) GPGPU increasingly being used for HPC
12. GPU Coding vertex shader pixel shader Transform object’s vertex coordinates from its own space to that of viewpoint given by the “camera” pass this information on to pixel shader also further info normal, (bi-)tangent, UV coordinates Rasterisation Three vertices of a triangle extrapolate given values of the vertices across this triangle calculate the required colour of the final pixel using data from vertex shader
25. Particle GPGPU simulation vertex struct VS_INPUT { float4 pos : POSITION; float4 vel : TANGENT; }; pos x, y, z Life Time vel x’, y’, z’ Life Left
26. A More Realer World Problem Abnormal propagation of electrical excitation in the heart Cardiac arrhythmias Ventricular tachycardia & fibrillation Leads to sudden cardiac death Largest categorical cause of death in the industrialized world My previous work used a genetic algorithm to evolve diseased tissue structures that were increasingly arrhythmic
28. The Mathematical model Mono-domain equation Fenton-Karma 4 variable FK4v Vm, v, w & d DIFFUSIVE PART INTERNAL PART Cm membrane capacitance Vm voltage across cell membrane D Diffusion tensor Iion membrane current flow
29. Fenton Karma 4 Variable Well used basic model Jfi fast inward Na+ Jsi slow inward Ca+ Jso slow outward K+ Cardiac cell behaviour excitable refractory recovery
30. XBox 360 CPU Simulation As part of the acclimatization process asked to produce a demo using the R1SDK to reimplement a previous project I did a “gameified” cardiac tissue simulation arena is excitable using the FHN model Reimplemented research code on the XBox NB just changed enough to get it to work, no optimization
31. CPU v GPU XBox 360 CPU has three cores 1 vector/scalar op per clock tick i.e. 3 * ( 5 + 1 ) * 2 = 36 flops per clock tic At 3.2 Ghz gives 115.2 Gflops per second XBox 360 GPU has 3 execution units (ALUs) 16 vector/scalar ops per clock tick i.e. 3 * 16 * ( 4 + 1 ) * 2 = 480 flops per clock tic At 500 Mhz gives 240 Gflops per second CPU peak impossible to obtain in the real world ( below ~50% ) GPU can get far closer due to its more optimized nature (~80%)
32. XBox 360 GPU Simulation simulation vertex struct vertex{ float4 Position : POSITION; float4 FK4v : NORMAL; float4 Neigh : TEXCOORD0; float4 DVm : TEXCOORD1; }; Position x, y, z, Vm FK4v v, w, d, cell type Neigh indices of the four neighbours of this cell DVm calculation space for diffusion
33. XBox 360 GPU Simulation GPGPU are good for embarrassingly parallel problems and SIMD e.g. rendering 3D graphics Due to diffusion cardiac tissue simulation isn’t embarrassingly parallel require some form of synchronisation multiple vertex shaders pass the vertex buffer through each in turn Zapp applies stimulation Diffusion calculates diffusion terms Simulation carries out FK4v model
36. CPU/GPU Comparison Optimisation CPU code wasn’t optimised for running on the XBox However, neither was the GPU code Optimisation could make both faster but unlikely CPU could ever beat GPU
37. “Free” Visualization If you wish to do 3D visualisation for a simulation Convert simulation data to a GPU useable form Vertices Textures Already done this when using GPGPU Also created a series of different render shaders to highlight different aspects of the simulation
44. E-mails Hi sir Sir my name is zarshad khan from Pakistan sir I am an SVT patient plz let me know how I should get this machine for my own treatment Zarshad khan
45. E-mails Hello Dr Scarle, My name is Keith and I am a student at Avon Middle School in Connecticut. I am in Mr. Rand's eighth grade science class. I read the article about how you used an Xbox GPU to do research modelling for cardiac arrhythmias. I have 2 questions for you for my school current events. 1. Did you actually use an Xbox to do your testing or did you take it apart for the chip and put it in another machine? And did you do all the reworking for the code? 2. What made you switch from a software engineer on games to doing medical research on cardiac arrhythmias? Thank you for your time. Keith
46. PUS Publicity from my paper shows the use of games technology could be a very powerful tool in the PUS field. Public Understanding of Science Putting real science into games A fundamental element of a game being based on research simulation code Demo released to public as well as a website detailing the research which has inspired the game XNA / Indie Games on XBox 360
48. Borrowing from Games The games industry is at the fore front of computer technology Possibly IS the fore front GPU CPU
49. Multi-variable display Use advanced rendering techniques to acquire more understanding from multi-variable data FK4v RGB Height Filament calculation in real time Use XBox 360 as a simulation scratchpad Direct use of Game Consoles best computational fit Cheaply grab that extra bit of computing power
50. Conclusions GPGPU is a highly effective way of carrying out quite high end parallel computing on “domestic” hardware Although major reworking of code framework is required but this can easily be outweighed by the benefits in gained computational power and speed Games are COOOL! Games consoles are POWERFUL! Let’s borrow some of that fame and technological in more serious work.
51. Many thanks to everyone previously involved in all the work outlined here.
52. THANKS Any Questions? If you’d like your simulation to be game-ified, please speak to me afterwards or contact me at the e-mail address below. Simon Scarle Sscarle@cad.coventry.ac.uk
53. The Science Bit Asked by old research group to do seminar talk Made it part of Rare’s Academic Liaison programme Old Boss suggested I write this up Wanted one better than a widget paper Cardiac model GPGPU Actual do some kind of science with Cardiac Tissue Logic Circuits
57. Cardiac Side Something of a Holy grail in cardiac research would be a technique to analyse a structure of diseased/damaged cardiac cells and the in coming excitation and state whether or not you have a re-entrant circuit
58. Computational Side Used a train of excitations on the beat to send 1 Train on the half beats to send 0 NOT gate is just a detour NOR gate is a universal gate Turing Complete system Halting Problem Impossible to predict whether an arbitrary programme will terminate or run for ever Thus making the “is their a re-entrant circuit” question the reverse of the halting problem and hence impossible
59. Game Controller Keyboards aren’t very good In fact deliberately bad Better layouts and designs just keep failing Game Controller is almost as bad But gamers are damn good at using them
60. Game Developers Interested in simulations of Animal Behaviour AI Physics Movement Fracture & deformation Fluid dynamics Perception Vision Optics & Lighting Gesture recognition They also want to develop these simulations to work in real time on the current generation of consoles Game code is some of the most fault tolerant and tested code produced Requires exceptionally skilled coders to produce
61. “Water” GPGPU Simple dynamic water effect Pixel shader Water Texture R: Water Height G: Previous Water Height B: Normal X component A: Normal Y component
Inspire kids to learn about science, when they release its knowledge that you need to become part of the games industry.Example: Cardiac shooter demo, cardiac puzzle gameMention Public Service Media/GamesSet up for excellent unilateral KTP between the games industry and research
Links to HCI
The Centre for Digital Entertainment (CDE) is a new collaboration between the University of Bath, Bournemouth University and a host of industry partners across the computer animation, games and visual effects industries. The CDE has been awarded £6.3 Million initial funding from the Engineering and Physical Sciences Research Council (EPSRC).50 Doctoral Studentships on offer in Digital Entertainment.Would you like to do leading-edge research while working in world-class computer games, computer animation, visual effects or film post-production companies?