Accelerating Digital Rock Physics with GPUs

Research, Computational Fluid Dynamics (CFD), Material Science, Oil & Gas, physics, Simulation, SuperComputing, Tesla

Nadeem Mohammad, posted Feb 01 2016

James McClure, a Computational Scientist with Advanced Research Computing at Virginia Tech describes how they are using the NVIDIA Tesla GPU-accelerated Titan Supercomputer at Oak Ridge National Laboratory. Their project involves mathematical models combined with 3D visualization to provide insight on how fluids move below the surface of the earth. This can ultimately be used

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Using GPUs to Accelerate Digital Rock Physics

CUDA Spotlight, Fluid Dynamics, Geophysics, SuperComputing

Nadeem Mohammad, posted Jan 30 2016

James McClure, a Computational Scientist with Advanced Research Computing at Virginia Tech shares how his group uses the NVIDIA Tesla GPU-accelerated Titan Supercomputer at Oak Ridge National Laboratory to combine mathematical models with 3D visualization to provide insight on how fluids move below the surface of the earth. McClure spoke with us about his research

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GPU-Accelerated Supercomputer Targets Tumors

Research, Life Sciences, physics, Simulation, SuperComputing, Tesla

Nadeem Mohammad, posted Jan 29 2016

A team of researchers from the  Helmholtz-Zentrum Dresden-Rossendorf (HZDR) research lab in Germany are using the Titan Supercomputer at Oak Ridge National Laboratory to advance laser-driven radiation treatment of cancerous tumors. Recently, doctors have been using beams of heavy particles, such as protons or ions, to treat cancer tumors. These beams can deposit most of

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Google AI Algorithm Masters Ancient Game of Go

Features, News, Machine Learning & Artificial Intelligence

Nadeem Mohammad, posted Jan 28 2016

For the first time, a computer has beaten a human professional at the game of Go — an ancient board game that has long been viewed as one of the greatest challenges for Artificial Intelligence. Google DeepMind’s GPU-accelerated AlphaGo program beat Fan Hui, the European Go champion, five times out of five in tournament conditions.

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Vulkan Shader Resource Binding

GameWorks, GameWorks Expert Developer, Vulkan

Christoph Kubisch, posted Jan 28 2016

In this blog post we will go into further details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.

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