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Anatomy Of The Total War Engine: Part IV

This week's Warhammer Wednesday post talks about how Total War: Warhammer used asynchronous compute to extract extra GPU performance in DirectX® 12

Rocking ROCm-GDB's New Features

The ROCm Debugger provides a gdb-based debugging environment for debugging host application and GPU kernels running on Radeon Open Compute platforms (ROCm). Learn more about the latest features in the recent ROCm-GDB release in this new blog post.

Getting Started with the Radeon Open Compute Platform (ROCm)

The ROCm Platform delivers on the vision of the Boltzmann Initiative, bringing new opportunities in GPU Computing Research. Learn more about the three core foundation elements of ROCm.

AMD GCN Assembly: Cross-Lane Operations

Cross-lane operations are an efficient way to share data between wavefront lanes. Why not just use local data share? Find out, plus get details of the cross-lane features that GCN3 offers.


Videos about New Tools & Technologies

Discover Virtual Reality in Healthcare
USC’s Institute for Creative Technologies integrates Virtual Reality into healthcare...
AMD - It's Time to ROC
In this video from the HPC User Forum in Tucson,...
Alzheimer's Disease Exploring The Brain
Alzheimer's Disease In a virtual reality, 360 video experience, viewers...

It’s HIP to be Open! Convert your Cuda code to C++ using AMD’s new HIP tool.

AMD, a strong proponent of open source and open standards, has created a new tool that will allow developers to convert CUDA code to common C++. This new Heterogeneous-compute Interface for Portability, or HIP, is a tool that provides customers with more choice in hardware and development tools. Download the HIP datasheet here.

Unlocking the Full Potential of the GPU with Asynchronous Shaders

Have you ever wondered how to be in two places at once? Well, we haven’t quite solved the cloning problem yet, but we can show you how to do two things at once, using asynchronous shaders in DirectX® 12 and Vulkan™ in this whitepaper.

OpenCL 2.0 Demystified

AMD provides full support for the OpenCL™ 2.0 specification, as well as support for some optional features like Fine Grain Shared Virtual Memory. There are a lot of new and powerful capabilities in this version of the standard. We know that programming for a new API and new capabilities can be daunting. If you’d like to learn what you can do, and how to do it, check out the OpenCL 2.0 Demystified blog series. AMD engineers walk you through the code and show you how features like Shared Virtual Memory, Pipes, Device Enqueue and many more actually work. Read the blogs, and learn what you can do. Happy Coding!

Conference, Webinar and Event Presentations

Want to take another look at an interesting conference presentation? Missed an event you hoped to see? Browse our collection of technical presentations from developer conferences, industry events and Webinars around the world covering a wide variety of heterogeneous computing topics such as Mantle, C++, rendering, shaders, game development, Java, graphics, libraries, OpenCL™ and much more.


Radeon Rays Technology for Developers

Real and Rendered Images in one Photorealistic Picture

Rendering Goes from Fine — to Photorealistic AMD-developed Radeon Rays (formerly FireRays) is a specialized ray caster software that accelerates and enhances ray tracing operations to produce photorealistic 3D images featuring complex ...



GPUOpen

  • Anatomy Of The Total War Engine: Part V
    August 22, 2016
    This week marks the last in the series of our regular Warhammer Wednesday blog posts. We’d like to extent our thanks to Creative A...
  • The Importance of Audio in VR
    August 16, 2016
    Audio Must be Consistent With What You See Virtual reality demands a new way of thinking about audio processing. In the many years...

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