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  2. Huang's law - Wikipedia

    en.wikipedia.org/wiki/Huang's_law

    In 2006, Nvidia's GPU had a 4x performance advantage over other CPUs. In 2018 the Nvidia GPU was 20 times faster than a comparable CPU node: the GPUs were 1.7x faster each year. Moore's law would predict a doubling every two years, however Nvidia's GPU performance was more than tripled every two years, fulfilling Huang's law.

  3. Fillrate - Wikipedia

    en.wikipedia.org/wiki/Fillrate

    In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. [1] Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing ...

  4. General-purpose computing on graphics processing units

    en.wikipedia.org/wiki/General-purpose_computing...

    Because the GPU has access to every draw operation, it can analyze data in these forms quickly, whereas a CPU must poll every pixel or data element much more slowly, as the speed of access between a CPU and its larger pool of random-access memory (or in an even worse case, a hard drive) is slower than GPUs and video cards, which typically ...

  5. Lockstep (computing) - Wikipedia

    en.wikipedia.org/wiki/Lockstep_(computing)

    Since there is no advantage in having the slave unit actively process each step, a common method of working is for the master to copy its state at the end of each step's processing to the slave. Should the master fail at some point, the slave is ready to continue from the previous known good step.

  6. GPUGRID.net - Wikipedia

    en.wikipedia.org/wiki/GPUGRID.net

    Support for the PS3's Cell microprocessor and the subsequent PS3GRID project was dropped in 2009 due to updated firmware preventing the installation of required third-party software.

  7. Instruction set architecture - Wikipedia

    en.wikipedia.org/wiki/Instruction_set_architecture

    Copy data from a memory location or a register to a memory location or a register (a machine instruction is often called move; however, the term is misleading). They are used to store the contents of a register, the contents of another memory location or the result of a computation, or to retrieve stored data to perform a computation on it later.

  8. Bit blit - Wikipedia

    en.wikipedia.org/wiki/Bit_blit

    Bit blit (also written BITBLT, BIT BLT, BitBLT, Bit BLT, Bit Blt etc., which stands for bit block transfer) is a data operation commonly used in computer graphics in which several bitmaps are combined into one using a boolean function.

  9. Geometry instancing - Wikipedia

    en.wikipedia.org/wiki/Geometry_instancing

    In real-time computer graphics, geometry instancing is the practice of rendering multiple copies of the same mesh in a scene at once. This technique is primarily used for objects such as trees, grass, or buildings which can be represented as repeated geometry without appearing unduly repetitive, but may also be used for characters.