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ashvardanian.com
| | www.bitsnbites.eu
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| | mcyoung.xyz
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| | [AI summary] The text provides an in-depth exploration of SIMD (Single Instruction, Multiple Data) programming, focusing on its application in optimizing algorithms like base64 decoding. It outlines the challenges of writing portable SIMD code across different architectures, the role of compilers and instruction sets, and the importance of avoiding branches in performance-critical code. The article transitions into a practical example of implementing a SIMD version of the base64 decoding algorithm, emphasizing the use of shuffles and data reordering to efficiently process data in parallel. It also touches on the trade-offs between using intrinsics, portable SIMD libraries, and compiler optimizations, while highlighting the complexities of cross-platform deve...
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| | A deep dive into the complexities of optimizing code for SIMD instruction sets across multiple platforms.
| | logins.github.io
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| Compute Shaders in D3D12 Why Talking About Compute Shaders Direct Compute has been part of DirectX since version 10. Its usages are multiple, but in general we can use the compute pipeline whenever we want to calculate something without the need of a rasterizer. This ability to generically adapt to any type of calculus makes the compute pipeline really useful in many areas, not only for real-time applications, but also for many science-related computations. In science, every operation that involves the word "GPGPU" (General Purpose GPU) has some kind of compute shader usage in it: high performance computing, physics simulations, classification, image processing are just to scratch the surface among the multitude of use cases. In a game engine, compute shader...