Parallel Computation Via Nag Library Now Available For Mac

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. Part of the book series (APOP, volume 24) Abstract This paper considers the design, development and evaluation of parallel nonlinear optimisation routines (for both unconstrained and constrained problems). The objective is to exploit the robustness of the existing serial routines and exploit parallelism in the concurrent evaluation of the objective function (and possibly the constraint functions) at a number of points in the parameter space. We review the implications of this approach in the context of the NAG Parallel library and present some initial performance results obtained on a Fujitsu AP3000 (a closely-coupled message-passing system) and a network of UNIX workstations connected by ethernet.

These results indicate the potential of this approach and suggest that a more sophisticated load balancing scheme would result in improved parallel performance.

Important: This document is no longer being updated. For the latest information about Apple SDKs, visit the. The Metal framework supports GPU-accelerated advanced 3D graphics rendering and data-parallel computation workloads. Metal provides a modern and streamlined API for fine-grained, low-level control of the organization, processing, and submission of graphics and computation commands, as well as the management of the associated data and resources for these commands. A primary goal of Metal is to minimize the CPU overhead incurred by executing GPU workloads. At a Glance This document describes the fundamental concepts of Metal: the command submission model, the memory management model, and the use of independently compiled code for graphics shader and data-parallel computation functions. The document then details how to use the Metal API to write an app.

Parallel Computation Via Nag Library Now Available For Mac Pro

You can find more details in the following chapters:. briefly describes the main features of Metal.

Computation

explains how to create and submit commands to the GPU for execution. discusses the management of device memory, including buffer and texture objects that represent GPU memory allocations.

describes how Metal shading language code can be represented in a Metal app, and how Metal shading language code is loaded onto and executed by the GPU. describes how to render 3D graphics, including how to distribute graphics operations across multiple threads. explains how to perform data-parallel processing.

describes how to copy data between textures and buffers. lists the tools available to help you customize and improve your development workflow. lists the feature availability, implementation limits, and pixel format capabilities of each Metal feature set.

summarizes the new features introduced in iOS 9 and OS X 10.11. summarizes the new features introduced in iOS 10, tvOS 10, and OS X 10.12. describes the Metal tessellation pipeline used to tessellate a patch, including the use of a compute kernel, tessellator, and post-tessellation vertex function.

Parallel Computation Via Nag Library Not Available For Mac

describes how to sub-allocate resources from a heap, alias between them, and track them with a fence. Prerequisites You should be familiar with the Objective-C language and experienced in programming with OpenGL, OpenCL, or similar APIs.

This entry was posted on 28.02.2020.