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These cookies track visitors across websites and collect information to provide customized ads. It affords a diffusion of powerful tools and alternatives that enhance the general image processing.
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Capture one pro 12 requirements free
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Capture one pro 12 requirements free
Always confirm copyright ownership before capture or distribution of content. You can also use the free DeckLink SDK to configure up to 4 video streams in any direction, format or frame rate up to 4K DCI 60p, for true multi channel capture and playback. In addition, you can work at up to frames per second in HD and 4K and up to 60 frames per second in 8K.
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Unsurprisingly, the best range is achieved when the water is clear, and like always, the measurement volume is also dependent on the number of cameras. A range of underwater markers are available for different circumstances.
Different pools require different mountings and fixtures. Therefore, all underwater motion capture systems are uniquely tailored to suit each specific pool installment. For cameras placed in the center of the pool, specially designed tripods, using suction cups, are provided.
Emerging techniques and research in computer vision are leading to the rapid development of the markerless approach to motion capture. Markerless systems such as those developed at Stanford University , the University of Maryland , MIT , and the Max Planck Institute , do not require subjects to wear special equipment for tracking.
Special computer algorithms are designed to allow the system to analyze multiple streams of optical input and identify human forms, breaking them down into constituent parts for tracking.
ESC entertainment , a subsidiary of Warner Brothers Pictures created specially to enable virtual cinematography , including photorealistic digital look-alikes for filming The Matrix Reloaded and The Matrix Revolutions movies, used a technique called Universal Capture that utilized 7 camera setup and the tracking the optical flow of all pixels over all the 2-D planes of the cameras for motion, gesture and facial expression capture leading to photorealistic results.
Traditionally markerless optical motion tracking is used to keep track on various objects, including airplanes, launch vehicles, missiles and satellites.
Many of such optical motion tracking applications occur outdoors, requiring differing lens and camera configurations. High resolution images of the target being tracked can thereby provide more information than just motion data.
The image obtained from NASA’s long-range tracking system on space shuttle Challenger’s fatal launch provided crucial evidence about the cause of the accident. Optical tracking systems are also used to identify known spacecraft and space debris despite the fact that it has a disadvantage compared to radar in that the objects must be reflecting or emitting sufficient light. An optical tracking system typically consists of three subsystems: the optical imaging system, the mechanical tracking platform and the tracking computer.
The optical imaging system is responsible for converting the light from the target area into digital image that the tracking computer can process. Depending on the design of the optical tracking system, the optical imaging system can vary from as simple as a standard digital camera to as specialized as an astronomical telescope on the top of a mountain. The specification of the optical imaging system determines the upper-limit of the effective range of the tracking system. The mechanical tracking platform holds the optical imaging system and is responsible for manipulating the optical imaging system in such a way that it always points to the target being tracked.
The dynamics of the mechanical tracking platform combined with the optical imaging system determines the tracking system’s ability to keep the lock on a target that changes speed rapidly. The tracking computer is responsible for capturing the images from the optical imaging system, analyzing the image to extract target position and controlling the mechanical tracking platform to follow the target.
There are several challenges. First the tracking computer has to be able to capture the image at a relatively high frame rate. This posts a requirement on the bandwidth of the image capturing hardware. The second challenge is that the image processing software has to be able to extract the target image from its background and calculate its position. Several textbook image processing algorithms are designed for this task.
This problem can be simplified if the tracking system can expect certain characteristics that is common in all the targets it will track. The next problem down the line is to control the tracking platform to follow the target. This is a typical control system design problem rather than a challenge, which involves modeling the system dynamics and designing controllers to control it.
This will however become a challenge if the tracking platform the system has to work with is not designed for real-time. The software that runs such systems are also customized for the corresponding hardware components. One example of such software is OpticTracker, which controls computerized telescopes to track moving objects at great distances, such as planes and satellites.
Another option is the software SimiShape, which can also be used hybrid in combination with markers. RGB-D cameras such as kinect captures both the color and depth images. By fusing the two images, 3D colored voxel can be captured, allowing motion capture of 3D human motion and human surface in real time. Because of the use of a single-view camera, motions captured are usually noisy.
Machine learning techniques have been proposed to automatically reconstruct such noisy motions into higher quality ones, using methods such as lazy learning  and Gaussian models. Inertial motion capture  technology is based on miniature inertial sensors, biomechanical models and sensor fusion algorithms.
Most inertial systems use inertial measurement units IMUs containing a combination of gyroscope, magnetometer, and accelerometer, to measure rotational rates. These rotations are translated to a skeleton in the software.
Much like optical markers, the more IMU sensors the more natural the data. No external cameras, emitters or markers are needed for relative motions, although they are required to give the absolute position of the user if desired. Inertial motion capture systems capture the full six degrees of freedom body motion of a human in real-time and can give limited direction information if they include a magnetic bearing sensor, although these are much lower resolution and susceptible to electromagnetic noise.
Benefits of using Inertial systems include: capturing in a variety of environments including tight spaces, no solving, portability, and large capture areas. Disadvantages include lower positional accuracy and positional drift which can compound over time.
These systems are similar to the Wii controllers but are more sensitive and have greater resolution and update rates. They can accurately measure the direction to the ground to within a degree. The popularity of inertial systems is rising amongst game developers,  mainly because of the quick and easy set up resulting in a fast pipeline. Mechanical motion capture systems directly track body joint angles and are often referred to as exoskeleton motion capture systems, due to the way the sensors are attached to the body.
A performer attaches the skeletal-like structure to their body and as they move so do the articulated mechanical parts, measuring the performer’s relative motion. Mechanical motion capture systems are real-time, relatively low-cost, free from occlusion, and wireless untethered systems that have unlimited capture volume.
Typically, they are rigid structures of jointed, straight metal or plastic rods linked together with potentiometers that articulate at the joints of the body. Some suits provide limited force feedback or haptic input. Magnetic systems calculate position and orientation by the relative magnetic flux of three orthogonal coils on both the transmitter and each receiver.
The sensor output is 6DOF , which provides useful results obtained with two-thirds the number of markers required in optical systems; one on upper arm and one on lower arm for elbow position and angle. The sensor response is nonlinear, especially toward edges of the capture area. The wiring from the sensors tends to preclude extreme performance movements. With the magnetic systems, there is a distinction between alternating-current AC and direct-current DC systems: DC system uses square pulses, AC systems uses sine wave pulse.
Stretch sensors are flexible parallel plate capacitors that measure either stretch, bend, shear, or pressure and are typically produced from silicone. When the sensor stretches or squeezes its capacitance value changes. This data can be transmitted via Bluetooth or direct input and used to detect minute changes in body motion. Stretch sensors are unaffected by magnetic interference and are free from occlusion. The stretchable nature of the sensors also means they do not suffer from positional drift, which is common with inertial systems.
Stretchable sensors, on the other hands, due to the material properties of their substrates and conducting materials, suffer from relatively high signal-to-noise ratio , requiring filtering or machine learning to make them usable for motion capture.
These solutions result in higher latency when compared to alternative sensors. Most traditional motion capture hardware vendors provide for some type of low resolution facial capture utilizing anywhere from 32 to markers with either an active or passive marker system.
All of these solutions are limited by the time it takes to apply the markers, calibrate the positions and process the data.
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The following code sample shows how to convert Vulkan parameters into the corresponding CUDA parameters when mapping mipmapped arrays onto imported memory objects. The NT handle holds a reference to the resource, so it must be explicitly freed before the underlying semaphore can be freed. Since a globally shared D3DKMT handle does not hold a reference to the underlying semaphore it is automatically destroyed when all other references to the resource are destroyed.
An imported Vulkan semaphore object can be signaled as shown below. Signaling such a semaphore object sets it to the signaled state. The corresponding wait that waits on this signal must be issued in Vulkan.
Additionally, the wait that waits on this signal must be issued after this signal has been issued. An imported Vulkan semaphore object can be waited on as shown below. Waiting on such a semaphore object waits until it reaches the signaled state and then resets it back to the unsignaled state.
The corresponding signal that this wait is waiting on must be issued in Vulkan. Additionally, the signal must be issued before this wait can be issued. Please refer to the following OpenGL extensions for further details on how to import memory and synchronization objects exported by Vulkan:.
When importing memory and synchronization objects exported by Direct3D 12, they must be imported and mapped on the same device as they were created on. Note that the Direct3D 12 device must not be created on a linked node adapter.
A shareable Direct3D 12 heap memory object can also be imported using a named handle if one exists as shown below. A shareable Direct3D 12 committed resource can also be imported using a named handle if one exists as shown below. The offset and size of the mapping must match that specified when creating the mapping using the corresponding Direct3D 12 API. The offset, dimensions, format and number of mip levels must match that specified when creating the mapping using the corresponding Direct3D 12 API.
Additionally, if the mipmapped array can be bound as a render target in Direct3D 12, the flag cudaArrayColorAttachment must be set. A shareable Direct3D 12 fence object can also be imported using a named handle if one exists as shown below. An imported Direct3D 12 fence object can be signaled as shown below. Signaling such a fence object sets its value to the one specified.
The corresponding wait that waits on this signal must be issued in Direct3D An imported Direct3D 12 fence object can be waited on as shown below. Waiting on such a fence object waits until its value becomes greater than or equal to the specified value. The corresponding signal that this wait is waiting on must be issued in Direct3D When importing memory and synchronization objects exported by Direct3D 11, they must be imported and mapped on the same device as they were created on.
A shareable Direct3D 11 resource can also be imported using a named handle if one exists as shown below. The offset and size of the mapping must match that specified when creating the mapping using the corresponding Direct3D 11 API. The offset, dimensions, format and number of mip levels must match that specified when creating the mapping using the corresponding Direct3D 11 API.
The following code sample shows how to convert Direct3D 11 parameters into the corresponding CUDA parameters when mapping mipmapped arrays onto imported memory objects. A shareable Direct3D 11 fence object can also be imported using a named handle if one exists as shown below.
A shareable Direct3D 11 keyed mutex object can also be imported using a named handle if one exists as shown below. An imported Direct3D 11 fence object can be signaled as shown below. An imported Direct3D 11 fence object can be waited on as shown below.
An imported Direct3D 11 keyed mutex object can be signaled as shown below. Signaling such a keyed mutex object by specifying a key value releases the keyed mutex for that value. The corresponding wait that waits on this signal must be issued in Direct3D 11 with the same key value. Additionally, the Direct3D 11 wait must be issued after this signal has been issued. An imported Direct3D 11 keyed mutex object can be waited on as shown below. A timeout value in milliseconds is needed when waiting on such a keyed mutex.
The wait operation waits until the keyed mutex value is equal to the specified key value or until the timeout has elapsed. The timeout interval can also be an infinite value. In case an infinite value is specified the timeout never elapses. Additionally, the Direct3D 11 signal must be issued before this wait can be issued.
Optionally, applications can specify the following attributes -. Note that the attribute list and NvSciBuf objects should be maintained by the application.
The offset and size of the mapping can be filled as per the attributes of the allocated NvSciBufObj. Note that ownership of the NvSciSyncObj handle continues to lie with the application even after it is imported. An imported NvSciSyncObj object can be signaled as outlined below. Signaling NvSciSync backed semaphore object initializes the fence parameter passed as input.
This fence parameter is waited upon by a wait operation that corresponds to the aforementioned signal. If the flags are set to cudaExternalSemaphoreSignalSkipNvSciBufMemSync then memory synchronization operations over all the imported NvSciBuf in this process that are executed as a part of the signal operation by default are skipped.
An imported NvSciSyncObj object can be waited upon as outlined below. Waiting on NvSciSync backed semaphore object waits until the input fence parameter is signaled by the corresponding signaler.
Additionally, the signal must be issued before the wait can be issued. If the flags are set to cudaExternalSemaphoreWaitSkipNvSciBufMemSync then memory synchronization operations over all the imported NvSciBuf in this process that are executed as a part of the signal operation by default are skipped.
These schemes are difficult with CUDA graphs because of the non-fixed pointer or handle for the resource which requires indirection or graph update, and the synchronous CPU code needed each time the work is submitted. They also do not work with stream capture if these considerations are hidden from the caller of the library, and because of use of disallowed APIs during capture. Various solutions exist such as exposing the resource to the caller.
CUDA user objects present another approach. A typical use case would be to immediately move the sole user-owned reference to a CUDA graph after the user object is created.
References owned by graphs in child graph nodes are associated to the child graphs, not the parents. If a child graph is updated or deleted, the references change accordingly. If an executable graph or child graph is updated with cudaGraphExecUpdate or cudaGraphExecChildGraphNodeSetParams , the references in the new source graph are cloned and replace the references in the target graph.
In either case, if previous launches are not synchronized, any references which would be released are held until the launches have finished executing. Users may signal a synchronization object manually from the destructor code. This is to avoid blocking a CUDA internal shared thread and preventing forward progress. It is legal to signal another thread to perform an API call, if the dependency is one way and the thread doing the call cannot block forward progress of CUDA work.
There are two version numbers that developers should care about when developing a CUDA application: The compute capability that describes the general specifications and features of the compute device see Compute Capability and the version of the CUDA driver API that describes the features supported by the driver API and runtime.
It allows developers to check whether their application requires a newer device driver than the one currently installed. This is important, because the driver API is backward compatible , meaning that applications, plug-ins, and libraries including the CUDA runtime compiled against a particular version of the driver API will continue to work on subsequent device driver releases as illustrated in Figure The driver API is not forward compatible , which means that applications, plug-ins, and libraries including the CUDA runtime compiled against a particular version of the driver API will not work on previous versions of the device driver.
It is important to note that there are limitations on the mixing and matching of versions that is supported:. The requirements on the CUDA Driver version described here apply to the version of the user-mode components.
On Tesla solutions running Windows Server and later or Linux, one can set any device in a system in one of the three following modes using NVIDIA’s System Management Interface nvidia-smi , which is a tool distributed as part of the driver:. This means, in particular, that a host thread using the runtime API without explicitly calling cudaSetDevice might be associated with a device other than device 0 if device 0 turns out to be in prohibited mode or in exclusive-process mode and used by another process.
Note also that, for devices featuring the Pascal architecture onwards compute capability with major revision number 6 and higher , there exists support for Compute Preemption. This allows compute tasks to be preempted at instruction-level granularity, rather than thread block granularity as in prior Maxwell and Kepler GPU architecture, with the benefit that applications with long-running kernels can be prevented from either monopolizing the system or timing out. However, there will be context switch overheads associated with Compute Preemption, which is automatically enabled on those devices for which support exists.
The individual attribute query function cudaDeviceGetAttribute with the attribute cudaDevAttrComputePreemptionSupported can be used to determine if the device in use supports Compute Preemption. Users wishing to avoid context switch overheads associated with different processes can ensure that only one process is active on the GPU by selecting exclusive-process mode. Applications may query the compute mode of a device by checking the computeMode device property see Device Enumeration.
GPUs that have a display output dedicate some DRAM memory to the so-called primary surface , which is used to refresh the display device whose output is viewed by the user. When users initiate a mode switch of the display by changing the resolution or bit depth of the display using NVIDIA control panel or the Display control panel on Windows , the amount of memory needed for the primary surface changes. For example, if the user changes the display resolution from xxbit to xxbit, the system must dedicate 7.
Full-screen graphics applications running with anti-aliasing enabled may require much more display memory for the primary surface.
If a mode switch increases the amount of memory needed for the primary surface, the system may have to cannibalize memory allocations dedicated to CUDA applications. Therefore, a mode switch results in any call to the CUDA runtime to fail and return an invalid context error. When a CUDA program on the host CPU invokes a kernel grid, the blocks of the grid are enumerated and distributed to multiprocessors with available execution capacity.
The threads of a thread block execute concurrently on one multiprocessor, and multiple thread blocks can execute concurrently on one multiprocessor. As thread blocks terminate, new blocks are launched on the vacated multiprocessors. A multiprocessor is designed to execute hundreds of threads concurrently. The instructions are pipelined, leveraging instruction-level parallelism within a single thread, as well as extensive thread-level parallelism through simultaneous hardware multithreading as detailed in Hardware Multithreading.
Unlike CPU cores, they are issued in order and there is no branch prediction or speculative execution. SIMT Architecture and Hardware Multithreading describe the architecture features of the streaming multiprocessor that are common to all devices. Compute Capability 3. The multiprocessor creates, manages, schedules, and executes threads in groups of 32 parallel threads called warps.
Individual threads composing a warp start together at the same program address, but they have their own instruction address counter and register state and are therefore free to branch and execute independently. The term warp originates from weaving, the first parallel thread technology. A half-warp is either the first or second half of a warp. A quarter-warp is either the first, second, third, or fourth quarter of a warp. When a multiprocessor is given one or more thread blocks to execute, it partitions them into warps and each warp gets scheduled by a warp scheduler for execution.
The way a block is partitioned into warps is always the same; each warp contains threads of consecutive, increasing thread IDs with the first warp containing thread 0. Thread Hierarchy describes how thread IDs relate to thread indices in the block. A warp executes one common instruction at a time, so full efficiency is realized when all 32 threads of a warp agree on their execution path. If threads of a warp diverge via a data-dependent conditional branch, the warp executes each branch path taken, disabling threads that are not on that path.
Branch divergence occurs only within a warp; different warps execute independently regardless of whether they are executing common or disjoint code paths. In contrast with SIMD vector machines, SIMT enables programmers to write thread-level parallel code for independent, scalar threads, as well as data-parallel code for coordinated threads.
For the purposes of correctness, the programmer can essentially ignore the SIMT behavior; however, substantial performance improvements can be realized by taking care that the code seldom requires threads in a warp to diverge. In practice, this is analogous to the role of cache lines in traditional code: Cache line size can be safely ignored when designing for correctness but must be considered in the code structure when designing for peak performance.
Vector architectures, on the other hand, require the software to coalesce loads into vectors and manage divergence manually.
Prior to Volta, warps used a single program counter shared amongst all 32 threads in the warp together with an active mask specifying the active threads of the warp.
As a result, threads from the same warp in divergent regions or different states of execution cannot signal each other or exchange data, and algorithms requiring fine-grained sharing of data guarded by locks or mutexes can easily lead to deadlock, depending on which warp the contending threads come from. Starting with the Volta architecture, Independent Thread Scheduling allows full concurrency between threads, regardless of warp.
With Independent Thread Scheduling, the GPU maintains execution state per thread, including a program counter and call stack, and can yield execution at a per-thread granularity, either to make better use of execution resources or to allow one thread to wait for data to be produced by another. A schedule optimizer determines how to group active threads from the same warp together into SIMT units.
Independent Thread Scheduling can lead to a rather different set of threads participating in the executed code than intended if the developer made assumptions about warp-synchronicity 2 of previous hardware architectures.
In particular, any warp-synchronous code such as synchronization-free, intra-warp reductions should be revisited to ensure compatibility with Volta and beyond. See Compute Capability 7. The threads of a warp that are participating in the current instruction are called the active threads, whereas threads not on the current instruction are inactive disabled. Threads can be inactive for a variety of reasons including having exited earlier than other threads of their warp, having taken a different branch path than the branch path currently executed by the warp, or being the last threads of a block whose number of threads is not a multiple of the warp size.
If a non-atomic instruction executed by a warp writes to the same location in global or shared memory for more than one of the threads of the warp, the number of serialized writes that occur to that location varies depending on the compute capability of the device see Compute Capability 3.
The execution context program counters, registers, etc. Therefore, switching from one execution context to another has no cost, and at every instruction issue time, a warp scheduler selects a warp that has threads ready to execute its next instruction the active threads of the warp and issues the instruction to those threads. In particular, each multiprocessor has a set of bit registers that are partitioned among the warps, and a parallel data cache or shared memory that is partitioned among the thread blocks.
The number of blocks and warps that can reside and be processed together on the multiprocessor for a given kernel depends on the amount of registers and shared memory used by the kernel and the amount of registers and shared memory available on the multiprocessor. There are also a maximum number of resident blocks and a maximum number of resident warps per multiprocessor. These limits as well the amount of registers and shared memory available on the multiprocessor are a function of the compute capability of the device and are given in Appendix Compute Capabilities.
If there are not enough registers or shared memory available per multiprocessor to process at least one block, the kernel will fail to launch. Which strategies will yield the best performance gain for a particular portion of an application depends on the performance limiters for that portion; optimizing instruction usage of a kernel that is mostly limited by memory accesses will not yield any significant performance gain, for example.
Optimization efforts should therefore be constantly directed by measuring and monitoring the performance limiters, for example using the CUDA profiler.
Also, comparing the floating-point operation throughput or memory throughput—whichever makes more sense—of a particular kernel to the corresponding peak theoretical throughput of the device indicates how much room for improvement there is for the kernel.
To maximize utilization the application should be structured in a way that it exposes as much parallelism as possible and efficiently maps this parallelism to the various components of the system to keep them busy most of the time.
At a high level, the application should maximize parallel execution between the host, the devices, and the bus connecting the host to the devices, by using asynchronous functions calls and streams as described in Asynchronous Concurrent Execution. It should assign to each processor the type of work it does best: serial workloads to the host; parallel workloads to the devices. The second case is much less optimal since it adds the overhead of extra kernel invocations and global memory traffic.
Its occurrence should therefore be minimized by mapping the algorithm to the CUDA programming model in such a way that the computations that require inter-thread communication are performed within a single thread block as much as possible. At a lower level, the application should maximize parallel execution between the multiprocessors of a device.
Multiple kernels can execute concurrently on a device, so maximum utilization can also be achieved by using streams to enable enough kernels to execute concurrently as described in Asynchronous Concurrent Execution. At an even lower level, the application should maximize parallel execution between the various functional units within a multiprocessor.
As described in Hardware Multithreading , a GPU multiprocessor primarily relies on thread-level parallelism to maximize utilization of its functional units.
Utilization is therefore directly linked to the number of resident warps. At every instruction issue time, a warp scheduler selects an instruction that is ready to execute. This instruction can be another independent instruction of the same warp, exploiting instruction-level parallelism, or more commonly an instruction of another warp, exploiting thread-level parallelism.
If a ready to execute instruction is selected it is issued to the active threads of the warp. The number of clock cycles it takes for a warp to be ready to execute its next instruction is called the latency , and full utilization is achieved when all warp schedulers always have some instruction to issue for some warp at every clock cycle during that latency period, or in other words, when latency is completely “hidden”. The number of instructions required to hide a latency of L clock cycles depends on the respective throughputs of these instructions see Arithmetic Instructions for the throughputs of various arithmetic instructions.
If we assume instructions with maximum throughput, it is equal to:. The most common reason a warp is not ready to execute its next instruction is that the instruction’s input operands are not available yet. If all input operands are registers, latency is caused by register dependencies, i. In this case, the latency is equal to the execution time of the previous instruction and the warp schedulers must schedule instructions of other warps during that time.
Execution time varies depending on the instruction. On devices of compute capability 7. This means that 16 active warps per multiprocessor 4 cycles, 4 warp schedulers are required to hide arithmetic instruction latencies assuming that warps execute instructions with maximum throughput, otherwise fewer warps are needed. If the individual warps exhibit instruction-level parallelism, i. If some input operand resides in off-chip memory, the latency is much higher: typically hundreds of clock cycles.
The number of warps required to keep the warp schedulers busy during such high latency periods depends on the kernel code and its degree of instruction-level parallelism. In general, more warps are required if the ratio of the number of instructions with no off-chip memory operands i. Another reason a warp is not ready to execute its next instruction is that it is waiting at some memory fence Memory Fence Functions or synchronization point Synchronization Functions. A synchronization point can force the multiprocessor to idle as more and more warps wait for other warps in the same block to complete execution of instructions prior to the synchronization point.
Having multiple resident blocks per multiprocessor can help reduce idling in this case, as warps from different blocks do not need to wait for each other at synchronization points. The number of blocks and warps residing on each multiprocessor for a given kernel call depends on the execution configuration of the call Execution Configuration , the memory resources of the multiprocessor, and the resource requirements of the kernel as described in Hardware Multithreading.
The total amount of shared memory required for a block is equal to the sum of the amount of statically allocated shared memory and the amount of dynamically allocated shared memory.
The number of registers used by a kernel can have a significant impact on the number of resident warps. For example, for devices of compute capability 6. But as soon as the kernel uses one more register, only one block i. Therefore, the compiler attempts to minimize register usage while keeping register spilling see Device Memory Accesses and the number of instructions to a minimum. Register usage can be controlled using the maxrregcount compiler option or launch bounds as described in Launch Bounds.
The register file is organized as bit registers. So, each variable stored in a register needs at least one bit register, for example, a double variable uses two bit registers. The effect of execution configuration on performance for a given kernel call generally depends on the kernel code. Experimentation is therefore recommended. Applications can also parametrize execution configurations based on register file size and shared memory size, which depends on the compute capability of the device, as well as on the number of multiprocessors and memory bandwidth of the device, all of which can be queried using the runtime see reference manual.
The number of threads per block should be chosen as a multiple of the warp size to avoid wasting computing resources with under-populated warps as much as possible. Several API functions exist to assist programmers in choosing thread block size based on register and shared memory requirements.
The following code sample calculates the occupancy of MyKernel. It then reports the occupancy level with the ratio between concurrent warps versus maximum warps per multiprocessor. The following code sample configures an occupancy-based kernel launch of MyKernel according to the user input. A spreadsheet version of the occupancy calculator is also provided. The spreadsheet version is particularly useful as a learning tool that visualizes the impact of changes to the parameters that affect occupancy block size, registers per thread, and shared memory per thread.
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