What's Hot Now at AMD

Welcome to AMD Developer Central. Built by developers for developers. We’re committed to developers, the community, open industry standards and open source. We’ll give you the tools and libraries you need to get your job done so you can code faster while writing faster code.

GeometryFX 1.2 – Cluster Culling

This update for GeometryFX introduces cluster culling. Previously, GeometryFX worked on a per-triangle level only. With cluster culling, GeometryFX is able to reject large chunks of the geometry – with corresponding performance increases. Learn more.

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.

The Art of AMDGCN Assembly: How to Bend the Machine to Your Will

The ability to write code in assembly is essential to achieving the best performance for a GPU program. Find out how to produce Hsaco from assembly code, and take a closer look at some new features of the GCN architecture.


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 I
    July 27, 2016
    For the next three weeks we’ll be having a regular feature on GPUOpen that we’ve affectionately dubbed “Warhammer Wednesdays”. We’...
  • Texel Shading
    July 21, 2016
    Game engines do most of their shading work per-pixel or per-fragment. But there is another alternative that has been popular in fi...

Blog Posts


Forum Posts


Follow AMDDevCentral on Twitter