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	<title>Comments for Parallel Rendering</title>
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	<description>Comments at the Intersection of OpenGL, Parallel Programming, C++ and Graphics Clusters</description>
	<lastBuildDate>Thu, 19 Nov 2009 12:52:03 +0000</lastBuildDate>
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		<title>Comment on pthread_mutex vs atomic operations by eile</title>
		<link>http://pogl.wordpress.com/2008/07/03/pthread_mutex-vs-atomic-operations/#comment-954</link>
		<dc:creator>eile</dc:creator>
		<pubDate>Thu, 19 Nov 2009 12:52:03 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=63#comment-954</guid>
		<description>I&#039;m by now means a specialist in non-blocking algorithms, but in my understanding a lot of non-blocking data structures rely on atomics for their implementation.

Re. your research - I&#039;m looking forward to see the results!</description>
		<content:encoded><![CDATA[<p>I&#8217;m by now means a specialist in non-blocking algorithms, but in my understanding a lot of non-blocking data structures rely on atomics for their implementation.</p>
<p>Re. your research &#8211; I&#8217;m looking forward to see the results!</p>
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		<title>Comment on pthread_mutex vs atomic operations by r bag</title>
		<link>http://pogl.wordpress.com/2008/07/03/pthread_mutex-vs-atomic-operations/#comment-953</link>
		<dc:creator>r bag</dc:creator>
		<pubDate>Thu, 19 Nov 2009 12:42:24 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=63#comment-953</guid>
		<description>By the way,We are doing a lot of work on that at INRIA/Alchemy (https://alchemy.futurs.inria.fr/), I cannot give details about the work, but it seems to be very promising ;)
As soon as we get &quot;real&quot; good results (better than atomic operations) I&#039;ll notify you :)</description>
		<content:encoded><![CDATA[<p>By the way,We are doing a lot of work on that at INRIA/Alchemy (<a href="https://alchemy.futurs.inria.fr/" rel="nofollow">https://alchemy.futurs.inria.fr/</a>), I cannot give details about the work, but it seems to be very promising <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
As soon as we get &#8220;real&#8221; good results (better than atomic operations) I&#8217;ll notify you <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>Comment on pthread_mutex vs atomic operations by r bag</title>
		<link>http://pogl.wordpress.com/2008/07/03/pthread_mutex-vs-atomic-operations/#comment-952</link>
		<dc:creator>r bag</dc:creator>
		<pubDate>Thu, 19 Nov 2009 12:33:27 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=63#comment-952</guid>
		<description>Of course atomic operations are better than locks :)

What I mean by not scalable is that they don&#039;t scale well compared to other techniques (like non blocking algorithms). The problem of non blocking algorithms is that they are difficult to write !
By the way I&#039;m also working on atomic operations in GCC And it seems to be the best solution for now   :)

Oncea talks about that in his paper, SPAA 2009 : http://portal.acm.org/citation.cfm?id=1583991.1584050</description>
		<content:encoded><![CDATA[<p>Of course atomic operations are better than locks <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>What I mean by not scalable is that they don&#8217;t scale well compared to other techniques (like non blocking algorithms). The problem of non blocking algorithms is that they are difficult to write !<br />
By the way I&#8217;m also working on atomic operations in GCC And it seems to be the best solution for now   <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Oncea talks about that in his paper, SPAA 2009 : <a href="http://portal.acm.org/citation.cfm?id=1583991.1584050" rel="nofollow">http://portal.acm.org/citation.cfm?id=1583991.1584050</a></p>
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		<title>Comment on pthread_mutex vs atomic operations by eile</title>
		<link>http://pogl.wordpress.com/2008/07/03/pthread_mutex-vs-atomic-operations/#comment-951</link>
		<dc:creator>eile</dc:creator>
		<pubDate>Thu, 19 Nov 2009 09:53:19 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=63#comment-951</guid>
		<description>It&#039;s a bit broad as a comment. Do you have a citation for your statement?

In fact, atomic ops as used here provide much better scalability then locks.</description>
		<content:encoded><![CDATA[<p>It&#8217;s a bit broad as a comment. Do you have a citation for your statement?</p>
<p>In fact, atomic ops as used here provide much better scalability then locks.</p>
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	<item>
		<title>Comment on pthread_mutex vs atomic operations by r bag</title>
		<link>http://pogl.wordpress.com/2008/07/03/pthread_mutex-vs-atomic-operations/#comment-948</link>
		<dc:creator>r bag</dc:creator>
		<pubDate>Thu, 29 Oct 2009 15:13:34 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=63#comment-948</guid>
		<description>I have done similar experiments during my master thesis, and the results were also good
but I read somewhere, don&#039;t remeber where exactly, that atomic operations are not scalable !
Do you have any idea about that ?</description>
		<content:encoded><![CDATA[<p>I have done similar experiments during my master thesis, and the results were also good<br />
but I read somewhere, don&#8217;t remeber where exactly, that atomic operations are not scalable !<br />
Do you have any idea about that ?</p>
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		<title>Comment on Equalizer 0.9 Released! by eile</title>
		<link>http://pogl.wordpress.com/2009/08/11/equalizer-0-9-released/#comment-939</link>
		<dc:creator>eile</dc:creator>
		<pubDate>Wed, 12 Aug 2009 09:31:14 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=257#comment-939</guid>
		<description>No, in Equalizer you can use one render thread per GPU. This benchmark was done on a dual-GPU Mac using one Equalizer process:

http://www.equalizergraphics.com/documents/WhitePapers/MultiGPU.pdf</description>
		<content:encoded><![CDATA[<p>No, in Equalizer you can use one render thread per GPU. This benchmark was done on a dual-GPU Mac using one Equalizer process:</p>
<p><a href="http://www.equalizergraphics.com/documents/WhitePapers/MultiGPU.pdf" rel="nofollow">http://www.equalizergraphics.com/documents/WhitePapers/MultiGPU.pdf</a></p>
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		<title>Comment on Equalizer 0.9 Released! by tuan kuranes</title>
		<link>http://pogl.wordpress.com/2009/08/11/equalizer-0-9-released/#comment-938</link>
		<dc:creator>tuan kuranes</dc:creator>
		<pubDate>Wed, 12 Aug 2009 09:28:21 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=257#comment-938</guid>
		<description>Thanks for the answer.
So the only way I really can do that in a perfomance wise way  is to do as I currently do : two completely separate executable, each &quot;duplicating&quot; GPU resource use, that speaks to each other using IPC...</description>
		<content:encoded><![CDATA[<p>Thanks for the answer.<br />
So the only way I really can do that in a perfomance wise way  is to do as I currently do : two completely separate executable, each &#8220;duplicating&#8221; GPU resource use, that speaks to each other using IPC&#8230;</p>
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		<title>Comment on Equalizer 0.9 Released! by eile</title>
		<link>http://pogl.wordpress.com/2009/08/11/equalizer-0-9-released/#comment-937</link>
		<dc:creator>eile</dc:creator>
		<pubDate>Tue, 11 Aug 2009 12:08:52 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=257#comment-937</guid>
		<description>You don&#039;t need the GPU affinity extension. Your question is answered here, or just check the Equalizer source code:

http://www.equalizergraphics.com/documentation/parallelOpenGLFAQ.html#multigpu

Q: How do OpenGL programs behave with multiple graphics cards on Mac OS X?
A: The OpenGL rendering happens on the card where most of the pixels of the window are located. Areas of the window located on other graphics cards are copied from the main renderer.

Q: How to I address a specific graphics card on Mac OS X (AGL)?
A: OS X 10.4 and earlier: Use the handle obtained by DMGetGDeviceByDisplayID for .
A: OS X 10.5: Use the display mask returned by CGDisplayIDToOpenGLDisplayMask as the value for the AGL_DISPLAY_MASK pixel format attribute.</description>
		<content:encoded><![CDATA[<p>You don&#8217;t need the GPU affinity extension. Your question is answered here, or just check the Equalizer source code:</p>
<p><a href="http://www.equalizergraphics.com/documentation/parallelOpenGLFAQ.html#multigpu" rel="nofollow">http://www.equalizergraphics.com/documentation/parallelOpenGLFAQ.html#multigpu</a></p>
<p>Q: How do OpenGL programs behave with multiple graphics cards on Mac OS X?<br />
A: The OpenGL rendering happens on the card where most of the pixels of the window are located. Areas of the window located on other graphics cards are copied from the main renderer.</p>
<p>Q: How to I address a specific graphics card on Mac OS X (AGL)?<br />
A: OS X 10.4 and earlier: Use the handle obtained by DMGetGDeviceByDisplayID for .<br />
A: OS X 10.5: Use the display mask returned by CGDisplayIDToOpenGLDisplayMask as the value for the AGL_DISPLAY_MASK pixel format attribute.</p>
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	<item>
		<title>Comment on Equalizer 0.9 Released! by Equalizer 0.9 Available for Parallel and Scalable OpenGL Applications &#124; The Geeks Of 3D - 3D Tech News</title>
		<link>http://pogl.wordpress.com/2009/08/11/equalizer-0-9-released/#comment-936</link>
		<dc:creator>Equalizer 0.9 Available for Parallel and Scalable OpenGL Applications &#124; The Geeks Of 3D - 3D Tech News</dc:creator>
		<pubDate>Tue, 11 Aug 2009 11:11:59 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=257#comment-936</guid>
		<description>[...] [via] [...]</description>
		<content:encoded><![CDATA[<p>[...] [via] [...]</p>
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		<title>Comment on Equalizer 0.9 Released! by tuan kuranes</title>
		<link>http://pogl.wordpress.com/2009/08/11/equalizer-0-9-released/#comment-935</link>
		<dc:creator>tuan kuranes</dc:creator>
		<pubDate>Tue, 11 Aug 2009 10:48:05 +0000</pubDate>
		<guid isPermaLink="false">http://pogl.wordpress.com/?p=257#comment-935</guid>
		<description>Very, very interesting. 

I wonder what&#039;s the current status of multiple GPU/windows on MacOsx in Equalizer, as I have hard time selecting GPU or even setting two fullscreen window in the same program. (as MAcOsx doesn&#039;t update it&#039;s driver often enough, the opengl extension about gpu affinity doesn&#039;t exists there...)</description>
		<content:encoded><![CDATA[<p>Very, very interesting. </p>
<p>I wonder what&#8217;s the current status of multiple GPU/windows on MacOsx in Equalizer, as I have hard time selecting GPU or even setting two fullscreen window in the same program. (as MAcOsx doesn&#8217;t update it&#8217;s driver often enough, the opengl extension about gpu affinity doesn&#8217;t exists there&#8230;)</p>
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