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      <title>Cartoonizer - C++ AMP sample</title>
      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast demonstrates&nbsp;a C&#43;&#43; AMP sample app: Cartoonizer. You can&nbsp;find&nbsp;<a href="http://blogs.msdn.com/b/nativeconcurrency/archive/2012/09/12/cartoonizer-sample-in-c-amp.aspx">pointers to information about the sample&nbsp;including where to get the Visual Studio code from the corresponding blog post</a>.</p><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:551dda353f134cdd81a3a0ca016c9a91">]]></description>
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      <itunes:summary>Hi, I am Daniel Moth  This screencast demonstrates&amp;nbsp;a C&amp;#43;&amp;#43; AMP sample app: Cartoonizer. You can&amp;nbsp;find&amp;nbsp;pointers to information about the sample&amp;nbsp;including where to get the Visual Studio code from the corresponding blog post. To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
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      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast demonstrates one of our C&#43;&#43; AMP sample apps: NBody. You can <a href="http://blogs.msdn.com/b/nativeconcurrency/archive/2011/09/20/c-amp-n-body-simulation-sample.aspx">learn more about the sample and download the Visual Studio project with all the code from the corresponding blog post</a>.</p><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:b0ccb30743bd4c26bcbda0a90034034d">]]></description>
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      <itunes:summary>Hi, I am Daniel Moth  This screencast demonstrates one of our C&amp;#43;&amp;#43; AMP sample apps: NBody. You can learn more about the sample and download the Visual Studio project with all the code from the corresponding blog post. To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
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      <title>Morph - C++ AMP sample</title>
      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast demonstrates one of our C&#43;&#43; AMP sample apps: Morph. You can <a href="http://blogs.msdn.com/b/nativeconcurrency/archive/2012/08/09/image-morphing-c-amp-sample.aspx">learn more about the sample and download the Visual Studio project with all the code from the corresponding blog post</a>.</p><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:4c4a1edd3b764963b9b6a0a900204c6e">]]></description>
      <comments>http://channel9.msdn.com/Blogs/DanielMoth/Morph-C-AMP-sample</comments>
      <itunes:summary>Hi, I am Daniel Moth  This screencast demonstrates one of our C&amp;#43;&amp;#43; AMP sample apps: Morph. You can learn more about the sample and download the Visual Studio project with all the code from the corresponding blog post. To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
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      <title>GPU debugging in Visual Studio 2012</title>
      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast assumes knowledge of the C&#43;&#43; AMP API, e.g. that you totally understand the <a href="http://channel9.msdn.com/Blogs/DanielMoth/Matrix-Multiplication-with-C-AMP">matrix multiplication implementation in C&#43;&#43; AMP</a>. So if you satisfy that prerequisite,&nbsp;watch this screencast on&nbsp;what features are available in Visual Studio 2012 for&nbsp;debugging C&#43;&#43; AMP code.</p><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP&nbsp;questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:4a46ea9ae04c48ddbabba08501774042">]]></description>
      <comments>http://channel9.msdn.com/Blogs/DanielMoth/GPU-debugging-in-Visual-Studio-2012</comments>
      <itunes:summary>Hi, I am Daniel Moth  This screencast assumes knowledge of the C&amp;#43;&amp;#43; AMP API, e.g. that you totally understand the matrix multiplication implementation in C&amp;#43;&amp;#43; AMP. So if you satisfy that prerequisite,&amp;nbsp;watch this screencast on&amp;nbsp;what features are available in Visual Studio 2012 for&amp;nbsp;debugging C&amp;#43;&amp;#43; AMP code. To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP&amp;nbsp;questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
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      <pubDate>Wed, 11 Jul 2012 01:34:30 GMT</pubDate>
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      <category>C++</category>
      <category>Debugging</category>
      <category>GPGPU</category>
      <category>parallel  Debugging</category>
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      <title>Matrix Multiplication with C++ AMP</title>
      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast&nbsp;assumes knowledge of the C&#43;&#43; AMP API, i.e. the simple model and the tiled model, and here we look at a common algorithm (matrix multiplication) and convert it from serial on the CPU, to run on the GPU, first with the simple model and then tiled.</p><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:a269b0478f2245368c6aa07f002cddbe">]]></description>
      <comments>http://channel9.msdn.com/Blogs/DanielMoth/Matrix-Multiplication-with-C-AMP</comments>
      <itunes:summary>Hi, I am Daniel Moth  This screencast&amp;nbsp;assumes knowledge of the C&amp;#43;&amp;#43; AMP API, i.e. the simple model and the tiled model, and here we look at a common algorithm (matrix multiplication) and convert it from serial on the CPU, to run on the GPU, first with the simple model and then tiled. To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
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      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast assumes no knowledge of C&#43;&#43; AMP and introduces the core API from scratch. You'll see parallel_for_each, extent, index, restrict(amp), array_view, and accelerator.&nbsp;I will explain&nbsp;these concepts&nbsp;through a&nbsp;&quot;hello world&quot; code example&nbsp;in&nbsp;a step-by-step manner.</p><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:69b1d5efff6846c49a67a06d005d86fc">]]></description>
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      <itunes:summary>Hi, I am Daniel Moth  This screencast assumes no knowledge of C&amp;#43;&amp;#43; AMP and introduces the core API from scratch. You&#39;ll see parallel_for_each, extent, index, restrict(amp), array_view, and accelerator.&amp;nbsp;I will explain&amp;nbsp;these concepts&amp;nbsp;through a&amp;nbsp;&amp;quot;hello world&amp;quot; code example&amp;nbsp;in&amp;nbsp;a step-by-step manner. To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
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      <title>Tiling Introduction - C++ AMP - msdn mag companion</title>
      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast is a companion to&nbsp;my MSDN Magazine article that you can read online: <a href="http://msdn.microsoft.com/en-us/magazine/hh882447.aspx">Introduction to Tiling in C&#43;&#43; AMP</a>. You will be introduced to the tiled_extent class, the tiled_index class, the tile_barrier class, and the tile_static storage class.</p><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:7a748e64921c4b24900ea061017442e0">]]></description>
      <comments>http://channel9.msdn.com/Blogs/DanielMoth/Tiling-Introduction-C-AMP-msdn-mag-companion</comments>
      <itunes:summary>Hi, I am Daniel Moth  This screencast is a companion to&amp;nbsp;my MSDN Magazine article that you can read online: Introduction to Tiling in C&amp;#43;&amp;#43; AMP. You will be introduced to the tiled_extent class, the tiled_index class, the tile_barrier class, and the tile_static storage class. To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
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      <pubDate>Thu, 31 May 2012 00:06:48 GMT</pubDate>
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      <category>C++</category>
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      <category>Parallelism</category>
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      <title>accelerator - C++ AMP - msdn mag companion part 4</title>
      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast is one part of a 4-part series accompanying my MSDN Magazine article that you can read online: <a href="http://msdn.microsoft.com/magazine/hh882446.aspx">A Code-Based Introduction to C&#43;&#43; AMP</a>.</p><p>Please watch first the screencasts that precede this part, and then follow the links below to watch the screencasts that follow it.</p><ol><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/Setup-code-C-AMP-msdn-mag-companion-part-1">Setup code - C&#43;&#43; AMP - msdn mag companion part 1</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/arrayview-extent-index-C-AMP-msdn-mag-companion-part-2">array_view, extent, index - C&#43;&#43; AMP - msdn mag companion part 2</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/parallelforeach-C-AMP-msdn-mag-companion-part-3">parallel_for_each - C&#43;&#43; AMP - msdn mag companion part 3</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/accelerator-C-AMP-msdn-mag-companion-part-4">accelerator - C&#43;&#43; AMP - msdn mag companion part 4</a> </li></ol><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:88cc180515c543af9d7aa02f003a46a8">]]></description>
      <comments>http://channel9.msdn.com/Blogs/DanielMoth/accelerator-C-AMP-msdn-mag-companion-part-4</comments>
      <itunes:summary>Hi, I am Daniel Moth  This screencast is one part of a 4-part series accompanying my MSDN Magazine article that you can read online: A Code-Based Introduction to C&amp;#43;&amp;#43; AMP. Please watch first the screencasts that precede this part, and then follow the links below to watch the screencasts that follow it. Setup code - C&amp;#43;&amp;#43; AMP - msdn mag companion part 1 array_view, extent, index - C&amp;#43;&amp;#43; AMP - msdn mag companion part 2 parallel_for_each - C&amp;#43;&amp;#43; AMP - msdn mag companion part 3 accelerator - C&amp;#43;&amp;#43; AMP - msdn mag companion part 4 To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
      <itunes:duration>486</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/DanielMoth/accelerator-C-AMP-msdn-mag-companion-part-4</link>
      <pubDate>Thu, 12 Apr 2012 15:54:35 GMT</pubDate>
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      <category>C++</category>
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      <title>parallel_for_each - C++ AMP - msdn mag companion part 3</title>
      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast is one part of a 4-part series accompanying my MSDN Magazine article that you can read online: <a href="http://msdn.microsoft.com/magazine/hh882446.aspx">A Code-Based Introduction to C&#43;&#43; AMP</a>.</p><p>Please watch first the screencasts that precede this part, and then follow the links below to watch the screencasts that follow it.</p><ol><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/Setup-code-C-AMP-msdn-mag-companion-part-1">Setup code - C&#43;&#43; AMP - msdn mag companion part 1</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/arrayview-extent-index-C-AMP-msdn-mag-companion-part-2">array_view, extent, index - C&#43;&#43; AMP - msdn mag companion part 2</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/parallelforeach-C-AMP-msdn-mag-companion-part-3">parallel_for_each - C&#43;&#43; AMP - msdn mag companion part 3</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/accelerator-C-AMP-msdn-mag-companion-part-4">accelerator - C&#43;&#43; AMP - msdn mag companion part 4</a> </li></ol><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:16f21c2dcd2741b49d8da02f003903f7">]]></description>
      <comments>http://channel9.msdn.com/Blogs/DanielMoth/parallelforeach-C-AMP-msdn-mag-companion-part-3</comments>
      <itunes:summary>Hi, I am Daniel Moth  This screencast is one part of a 4-part series accompanying my MSDN Magazine article that you can read online: A Code-Based Introduction to C&amp;#43;&amp;#43; AMP. Please watch first the screencasts that precede this part, and then follow the links below to watch the screencasts that follow it. Setup code - C&amp;#43;&amp;#43; AMP - msdn mag companion part 1 array_view, extent, index - C&amp;#43;&amp;#43; AMP - msdn mag companion part 2 parallel_for_each - C&amp;#43;&amp;#43; AMP - msdn mag companion part 3 accelerator - C&amp;#43;&amp;#43; AMP - msdn mag companion part 4 To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
      <itunes:duration>646</itunes:duration>
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      <pubDate>Thu, 12 Apr 2012 15:53:46 GMT</pubDate>
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      <category>C++</category>
      <category>GPGPU</category>
      <category>Parallel Computing</category>
      <category>Parallel Computing Platform</category>
      <category>Parallelism</category>
      <category>Visual Studio</category>
      <category>C++ AMP</category>
      <category>C++ Accelerated Massive Parallelism</category>
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      <title>array_view, extent, index - C++ AMP - msdn mag companion part 2</title>
      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast is one part of a 4-part series accompanying my MSDN Magazine article that you can read online: <a href="http://msdn.microsoft.com/magazine/hh882446.aspx">A Code-Based Introduction to C&#43;&#43; AMP</a>.</p><p>Please watch first the screencasts that precede this part, and then follow the links below to watch the screencasts that follow it.</p><ol><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/Setup-code-C-AMP-msdn-mag-companion-part-1">Setup code - C&#43;&#43; AMP - msdn mag companion part 1</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/arrayview-extent-index-C-AMP-msdn-mag-companion-part-2">array_view, extent, index - C&#43;&#43; AMP - msdn mag companion part 2</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/parallelforeach-C-AMP-msdn-mag-companion-part-3">parallel_for_each - C&#43;&#43; AMP - msdn mag companion part 3</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/accelerator-C-AMP-msdn-mag-companion-part-4">accelerator - C&#43;&#43; AMP - msdn mag companion part 4</a> </li></ol><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:3b9ac4ee0677421781bea02f0038505c">]]></description>
      <comments>http://channel9.msdn.com/Blogs/DanielMoth/arrayview-extent-index-C-AMP-msdn-mag-companion-part-2</comments>
      <itunes:summary>Hi, I am Daniel Moth  This screencast is one part of a 4-part series accompanying my MSDN Magazine article that you can read online: A Code-Based Introduction to C&amp;#43;&amp;#43; AMP. Please watch first the screencasts that precede this part, and then follow the links below to watch the screencasts that follow it. Setup code - C&amp;#43;&amp;#43; AMP - msdn mag companion part 1 array_view, extent, index - C&amp;#43;&amp;#43; AMP - msdn mag companion part 2 parallel_for_each - C&amp;#43;&amp;#43; AMP - msdn mag companion part 3 accelerator - C&amp;#43;&amp;#43; AMP - msdn mag companion part 4 To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
      <itunes:duration>560</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/DanielMoth/arrayview-extent-index-C-AMP-msdn-mag-companion-part-2</link>
      <pubDate>Thu, 12 Apr 2012 15:50:20 GMT</pubDate>
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      <category>C++</category>
      <category>GPGPU</category>
      <category>Parallel Computing</category>
      <category>Parallel Computing Platform</category>
      <category>Parallelism</category>
      <category>Visual Studio</category>
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      <title>Setup code - C++ AMP - msdn mag companion part 1</title>
      <description><![CDATA[<p>Hi, I am <a href="http://www.danielmoth.com/Blog/">Daniel Moth</a> <img src="http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif" alt="Smiley"></p><p>This screencast is one part of a 4-part series accompanying my MSDN Magazine article that you can read online: <a href="http://msdn.microsoft.com/magazine/hh882446.aspx">A Code-Based Introduction to C&#43;&#43; AMP</a>.</p><p>Please watch first the screencasts that precede this part, and then follow the links below to watch the screencasts that follow it.</p><ol><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/Setup-code-C-AMP-msdn-mag-companion-part-1">Setup code - C&#43;&#43; AMP - msdn mag companion part 1</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/arrayview-extent-index-C-AMP-msdn-mag-companion-part-2">array_view, extent, index - C&#43;&#43; AMP - msdn mag companion part 2</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/parallelforeach-C-AMP-msdn-mag-companion-part-3">parallel_for_each - C&#43;&#43; AMP - msdn mag companion part 3</a> </li><li><a href="http://channel9.msdn.com/Blogs/DanielMoth/accelerator-C-AMP-msdn-mag-companion-part-4">accelerator - C&#43;&#43; AMP - msdn mag companion part 4</a> </li></ol><p>To learn more please visit the <a href="http://blogs.msdn.com/b/nativeconcurrency/">C&#43;&#43; AMP blog</a>, and we encourage C&#43;&#43; AMP questions in the <a href="http://social.msdn.microsoft.com/Forums/en-US/parallelcppnative/threads">Parallel Computing in C&#43;&#43; and Native Code MSDN forum</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:bcdf6917f0b34cb1b861a02f00373c58">]]></description>
      <comments>http://channel9.msdn.com/Blogs/DanielMoth/Setup-code-C-AMP-msdn-mag-companion-part-1</comments>
      <itunes:summary>Hi, I am Daniel Moth  This screencast is one part of a 4-part series accompanying my MSDN Magazine article that you can read online: A Code-Based Introduction to C&amp;#43;&amp;#43; AMP. Please watch first the screencasts that precede this part, and then follow the links below to watch the screencasts that follow it. Setup code - C&amp;#43;&amp;#43; AMP - msdn mag companion part 1 array_view, extent, index - C&amp;#43;&amp;#43; AMP - msdn mag companion part 2 parallel_for_each - C&amp;#43;&amp;#43; AMP - msdn mag companion part 3 accelerator - C&amp;#43;&amp;#43; AMP - msdn mag companion part 4 To learn more please visit the C&amp;#43;&amp;#43; AMP blog, and we encourage C&amp;#43;&amp;#43; AMP questions in the Parallel Computing in C&amp;#43;&amp;#43; and Native Code MSDN forum. </itunes:summary>
      <itunes:duration>384</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/DanielMoth/Setup-code-C-AMP-msdn-mag-companion-part-1</link>
      <pubDate>Thu, 12 Apr 2012 15:49:02 GMT</pubDate>
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      <category>Parallelism</category>
      <category>Visual Studio</category>
      <category>C++ AMP</category>
      <category>C++ Accelerated Massive Parallelism</category>
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      <title>C++ AMP: The Test Team - Hallway Office Tour</title>
      <description><![CDATA[<p><a href="http://blogs.msdn.com/b/nativeconcurrency/" target="_blank"><strong>C&#43;&#43; AMP</strong></a> (<strong>A</strong>ccelerated <strong>M</strong>assive <strong>P</strong>arallelism) is a small set of open specification language extensions (two of them) and a single library (amp.h) that makes general purpose GPU programming (aka GPGPU) a first class, seamless experience in modern C&#43;&#43;. <br><br>You've been able to experiment with C&#43;&#43; AMP since the VS11 Developer Preview back in September 2011. We figured it was a good time to go C9 on the C&#43;&#43; AMP team. So, we did. Four interviews have been conducted that pretty thoroughly cover C&#43;&#43; AMP and the <em>people</em> who design, implement, and test it. C&#43;&#43; AMP is a great technology for native developers seeking to harness the power of the GPU using the language and tools they are already comfortable with. C&#43;&#43; AMP is also an open specification and we'll see other compiler vendors producing C&#43;&#43; AMP implementations for their target platforms soon—that's been the goal since Day 1.<br><br><a href="http://www.microsoft.com/visualstudio/11/downloads#vs" target="_blank"><strong>Get VC&#43;&#43;11 Beta Now - test out AMP!</strong></a></p><p>Here, we meet the members of the C&#43;&#43; AMP test team; &nbsp;the engineers who write C&#43;&#43; AMP test cases to push the technology to its limits, ensure that features work as intended, find bugs, make sure the technology is ready for prime time before it gets in your hands. <br><br>In Old School C9 fashion, we start off&nbsp;in an office&nbsp;- of&nbsp;team leader Jerry Higgins in this case&nbsp;-&nbsp;and then walk around the building to meet the C&#43;&#43; AMP&nbsp; test team members in their native habitat (offices).</p><p>Meet<strong> Jerry Higgins, </strong><strong>Joe Mayo, </strong><strong>Bharath Mysore Nanjundappa, </strong><strong>Pavan Marella, </strong><strong>Kevin Gao, </strong><strong>Lukasz Mendakiewicz, </strong><strong>Daniel Griffing, </strong><strong>Hasibur Rahman, </strong><strong>Pooja Nagpal, </strong>and<strong> </strong><strong>Tamer Afify. </strong>Come take a hallway tour with us.</p><p>Enjoy!</p><p><strong><a href="http://channel9.msdn.com/Blogs/Charles/C-AMP-Daniel-Moth-Overview" target="_blank"><strong>See Part&nbsp;1&nbsp;- Daniel Moth: AMP Overview</strong></a> <br><strong><a href="http://channel9.msdn.com/Shows/Going&#43;Deep/C-AMP-Yossi-Levanoni-Architecture-and-Design" target="_blank">See Part 2 - Yossi Levanoni: AMP Architecture and Design</a><br><a href="http://channel9.msdn.com/Shows/Going&#43;Deep/C-AMP-The-Development-Team-Technical-Roundtable" target="_blank">See Part 3 - The AMP Development Team Roundtable</a></strong></strong></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:653086acba5347d283089fe8015d809b">]]></description>
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      <itunes:summary>C&amp;#43;&amp;#43; AMP (Accelerated Massive Parallelism) is a small set of open specification language extensions (two of them) and a single library (amp.h) that makes general purpose GPU programming (aka GPGPU) a first class, seamless experience in modern C&amp;#43;&amp;#43;. You&#39;ve been able to experiment with C&amp;#43;&amp;#43; AMP since the VS11 Developer Preview back in September 2011. We figured it was a good time to go C9 on the C&amp;#43;&amp;#43; AMP team. So, we did. Four interviews have been conducted that pretty thoroughly cover C&amp;#43;&amp;#43; AMP and the people who design, implement, and test it. C&amp;#43;&amp;#43; AMP is a great technology for native developers seeking to harness the power of the GPU using the language and tools they are already comfortable with. C&amp;#43;&amp;#43; AMP is also an open specification and we&#39;ll see other compiler vendors producing C&amp;#43;&amp;#43; AMP implementations for their target platforms soon—that&#39;s been the goal since Day 1.Get VC&amp;#43;&amp;#43;11 Beta Now - test out AMP! Here, we meet the members of the C&amp;#43;&amp;#43; AMP test team; &amp;nbsp;the engineers who write C&amp;#43;&amp;#43; AMP test cases to push the technology to its limits, ensure that features work as intended, find bugs, make sure the technology is ready for prime time before it gets in your hands. In Old School C9 fashion, we start off&amp;nbsp;in an office&amp;nbsp;- of&amp;nbsp;team leader Jerry Higgins in this case&amp;nbsp;-&amp;nbsp;and then walk around the building to meet the C&amp;#43;&amp;#43; AMP&amp;nbsp; test team members in their native habitat (offices). Meet Jerry Higgins, Joe Mayo, Bharath Mysore Nanjundappa, Pavan Marella, Kevin Gao, Lukasz Mendakiewicz, Daniel Griffing, Hasibur Rahman, Pooja Nagpal, and Tamer Afify. Come take a hallway tour with us. Enjoy! See Part&amp;nbsp;1&amp;nbsp;- Daniel Moth: AMP Overview See Part 2 - Yossi Levanoni: AMP Architecture and DesignSee Part 3 - The AMP Development Team Roundtable </itunes:summary>
      <itunes:duration>2803</itunes:duration>
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      <pubDate>Fri, 24 Feb 2012 17:37:33 GMT</pubDate>
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      <category>GPGPU</category>
      <category>Testing</category>
      <category>Visual Studio</category>
      <category>Parallel Patterns Library</category>
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      <title>C++ AMP: Yossi Levanoni - Architecture and Design</title>
      <description><![CDATA[<p><a href="http://blogs.msdn.com/b/nativeconcurrency/" target="_blank"><strong>C&#43;&#43; AMP</strong></a> (<strong>A</strong>ccelerated <strong>M</strong>assive <strong>P</strong>arallelism) is a small set of open specification language extensions (two of them) and a single library (amp.h) that makes general purpose GPU programming (aka GPGPU) a first class, seamless experience in modern C&#43;&#43;. <br><br>You've been able to experiment with C&#43;&#43; AMP since the VS11 Developer Preview back in September 2011. We figured it was a good time to go C9 on the C&#43;&#43; AMP team. So, we did. Four interviews have been conducted that pretty thoroughly cover C&#43;&#43; AMP and the <em>people</em> who design, implement, and test it. C&#43;&#43; AMP is a great technology for native developers seeking to harness the power of the GPU using the language and tools they are already comfortable with. C&#43;&#43; AMP is also an open specification and we'll see other compiler vendors producing C&#43;&#43; AMP implementations for their target platforms soon—that's been the goal since Day 1.</p><p><br>Continuing with our four part series, we meet one of the architects of C&#43;&#43; AMP, <strong>Yossi Levanoni</strong>. <a href="http://channel9.msdn.com/search?term=Yossi&#43;Levanoni" target="_blank">You've met him before on C9</a>. In this conversation, we go deeper into the design of C&#43;&#43; AMP (including exploring what led to some of the design decisions) and, of course, Yossi draws diagrams on the whiteboard like all architects must! You'll learn quite a bit about how C&#43;&#43; AMP works and why. Thanks for spending time with us, Yossi, and I'm sorry for mangling your last name!<br><br><a href="http://channel9.msdn.com/Blogs/Charles/C-AMP-Daniel-Moth-Overview" target="_blank"><strong>See Part 1 - Daniel Moth: Overview</strong></a><br><a href="http://channel9.msdn.com/Shows/Going&#43;Deep/C-AMP-The-Development-Team-Technical-Roundtable" target="_blank"><strong>See Part 3 - The AMP Development Team Roundtable</strong></a><br><a href="http://channel9.msdn.com/Blogs/Charles/C-AMP-The-Test-Team-Hallway-Office-Tour" target="_blank"><strong>See Part 4 - The AMP Test Team Hallway Office Tour</strong></a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:1a606dbbaa5b4a7396699fe8015d4174">]]></description>
      <comments>http://channel9.msdn.com/Shows/Going+Deep/C-AMP-Yossi-Levanoni-Architecture-and-Design</comments>
      <itunes:summary>C&amp;#43;&amp;#43; AMP (Accelerated Massive Parallelism) is a small set of open specification language extensions (two of them) and a single library (amp.h) that makes general purpose GPU programming (aka GPGPU) a first class, seamless experience in modern C&amp;#43;&amp;#43;. You&#39;ve been able to experiment with C&amp;#43;&amp;#43; AMP since the VS11 Developer Preview back in September 2011. We figured it was a good time to go C9 on the C&amp;#43;&amp;#43; AMP team. So, we did. Four interviews have been conducted that pretty thoroughly cover C&amp;#43;&amp;#43; AMP and the people who design, implement, and test it. C&amp;#43;&amp;#43; AMP is a great technology for native developers seeking to harness the power of the GPU using the language and tools they are already comfortable with. C&amp;#43;&amp;#43; AMP is also an open specification and we&#39;ll see other compiler vendors producing C&amp;#43;&amp;#43; AMP implementations for their target platforms soon—that&#39;s been the goal since Day 1. Continuing with our four part series, we meet one of the architects of C&amp;#43;&amp;#43; AMP, Yossi Levanoni. You&#39;ve met him before on C9. In this conversation, we go deeper into the design of C&amp;#43;&amp;#43; AMP (including exploring what led to some of the design decisions) and, of course, Yossi draws diagrams on the whiteboard like all architects must! You&#39;ll learn quite a bit about how C&amp;#43;&amp;#43; AMP works and why. Thanks for spending time with us, Yossi, and I&#39;m sorry for mangling your last name!See Part 1 - Daniel Moth: OverviewSee Part 3 - The AMP Development Team RoundtableSee Part 4 - The AMP Test Team Hallway Office Tour </itunes:summary>
      <itunes:duration>2047</itunes:duration>
      <link>http://channel9.msdn.com/Shows/Going+Deep/C-AMP-Yossi-Levanoni-Architecture-and-Design</link>
      <pubDate>Wed, 22 Feb 2012 18:07:44 GMT</pubDate>
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      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
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      <category>C++</category>
      <category>GPGPU</category>
      <category>Parallelism</category>
      <category>Visual Studio</category>
      <category>Parallel Patterns Library</category>
      <category>C++ AMP</category>
      <category>C++11</category>
      <category>_techmeme</category>
      <category>C++ Accelerated Massive Parallelism</category>
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  <item>
      <title>C++ AMP: Daniel Moth - Overview</title>
      <description><![CDATA[<p><a href="http://blogs.msdn.com/b/nativeconcurrency/" target="_blank"><strong>C&#43;&#43; AMP</strong></a> (<strong>A</strong>ccelerated <strong>M</strong>assive&nbsp;<strong>P</strong>arallelism)&nbsp;is a small set of open specification&nbsp;language extensions (two of them)&nbsp;and a single&nbsp;library (amp.h) that makes general purpose GPU programming (aka GPGPU) a&nbsp;first class, seamless experience&nbsp;in modern&nbsp;C&#43;&#43;. <br><br>You've been able to experiment with C&#43;&#43; AMP since the VS11 Developer Preview&nbsp;back in September 2011. We figured it was a good time to go C9 on the C&#43;&#43; AMP team. So, we did. Four interviews have been conducted that pretty thoroughly cover C&#43;&#43; AMP and the <em>people</em> who design, implement, and test it.&nbsp;C&#43;&#43; AMP is&nbsp;a great technology for native developers seeking to harness the power of the GPU using the language and tools they are already&nbsp;comfortable with. C&#43;&#43; AMP is also an open specification and we'll see other compiler vendors producing C&#43;&#43; AMP implementations for their target platforms soon—that's been the goal since Day 1. <br><br><a href="http://www.microsoft.com/visualstudio/11/downloads#vs" target="_blank"><strong>Get VC&#43;&#43;11 Beta Now - test out AMP!</strong></a><br><br>Here, we meet the legendary <a href="http://www.danielmoth.com/Blog/" target="_blank"><strong>Daniel Moth</strong></a>. Daniel's actually been on <a href="http://channel9.msdn.com/search?term=Daniel&#43;Moth" target="_blank">C9 a few times and his technical screencasts are among the very best that have been produced for C9</a> (please make more, Daniel!!). Daniel is the C&#43;&#43; AMP program manager (PM).</p><p>PMs&nbsp;are responsible for documenting the vision, building the execution&nbsp;plans to turn the vision into&nbsp;a&nbsp;real project, manage the project to completion, ship the result of the project and to attract and work with customers to help them understand what the product means for them and why it matters to their business. It's quite a job. Daniel&nbsp;is one&nbsp;part of a team of engineers that consists of program management (Daniel), architecture (Yossi Levanoni is one of the architects of AMP and you'll meet him (again) in one these interviews), development (you'll meet the AMP dev team soon, round-table style), and test (you'll&nbsp;meet the AMP test&nbsp;team soon, hallway-tour style). <br><br>So, tell us what C&#43;&#43; AMP is and why it matters, Daniel. Give us some context and history. What's going on here? What's next?<br><br>Tune in and meet the people behind the restrict(ion)s, kernels, etc. It's GPGPU time on C9. Enjoy.<br><br><strong><a href="http://channel9.msdn.com/Shows/Going&#43;Deep/C-AMP-Yossi-Levanoni-Architecture-and-Design" target="_blank">See Part 2 - Yossi Levanoni: AMP Architecture and Design</a></strong><br><a href="http://channel9.msdn.com/Shows/Going&#43;Deep/C-AMP-The-Development-Team-Technical-Roundtable" target="_blank"><strong>See Part 3 - The AMP Development Team Roundtable</strong></a><br><a href="http://channel9.msdn.com/Blogs/Charles/C-AMP-The-Test-Team-Hallway-Office-Tour" target="_blank"><strong>See Part 4 - The AMP Test Team Hallway Office Tour</strong></a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:281c5aa4343f4bd7af959fe8015d1da0">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Charles/C-AMP-Daniel-Moth-Overview</comments>
      <itunes:summary>C&amp;#43;&amp;#43; AMP (Accelerated Massive&amp;nbsp;Parallelism)&amp;nbsp;is a small set of open specification&amp;nbsp;language extensions (two of them)&amp;nbsp;and a single&amp;nbsp;library (amp.h) that makes general purpose GPU programming (aka GPGPU) a&amp;nbsp;first class, seamless experience&amp;nbsp;in modern&amp;nbsp;C&amp;#43;&amp;#43;. You&#39;ve been able to experiment with C&amp;#43;&amp;#43; AMP since the VS11 Developer Preview&amp;nbsp;back in September 2011. We figured it was a good time to go C9 on the C&amp;#43;&amp;#43; AMP team. So, we did. Four interviews have been conducted that pretty thoroughly cover C&amp;#43;&amp;#43; AMP and the people who design, implement, and test it.&amp;nbsp;C&amp;#43;&amp;#43; AMP is&amp;nbsp;a great technology for native developers seeking to harness the power of the GPU using the language and tools they are already&amp;nbsp;comfortable with. C&amp;#43;&amp;#43; AMP is also an open specification and we&#39;ll see other compiler vendors producing C&amp;#43;&amp;#43; AMP implementations for their target platforms soon—that&#39;s been the goal since Day 1. Get VC&amp;#43;&amp;#43;11 Beta Now - test out AMP!Here, we meet the legendary Daniel Moth. Daniel&#39;s actually been on C9 a few times and his technical screencasts are among the very best that have been produced for C9 (please make more, Daniel!!). Daniel is the C&amp;#43;&amp;#43; AMP program manager (PM). PMs&amp;nbsp;are responsible for documenting the vision, building the execution&amp;nbsp;plans to turn the vision into&amp;nbsp;a&amp;nbsp;real project, manage the project to completion, ship the result of the project and to attract and work with customers to help them understand what the product means for them and why it matters to their business. It&#39;s quite a job. Daniel&amp;nbsp;is one&amp;nbsp;part of a team of engineers that consists of program management (Daniel), architecture (Yossi Levanoni is one of the architects of AMP and you&#39;ll meet him (again) in one these interviews), development (you&#39;ll meet the AMP dev team soon, round-table style), and test (you&#39;ll&amp;nbsp;meet the AMP test&amp;nbsp;team soon, hallway-tour style)</itunes:summary>
      <itunes:duration>1618</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Charles/C-AMP-Daniel-Moth-Overview</link>
      <pubDate>Tue, 21 Feb 2012 16:34:51 GMT</pubDate>
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      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>20</slash:comments>
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      <category>C++</category>
      <category>GPGPU</category>
      <category>Parallelism</category>
      <category>Visual Studio</category>
      <category>Parallel Patterns Library</category>
      <category>C++ AMP</category>
      <category>C++11</category>
      <category>_techmeme</category>
      <category>C++ Accelerated Massive Parallelism</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 250: Integration with the Graphics Pipeline</title>
      <description><![CDATA[ <p>Join James Fung from Nvidia as&nbsp;he&nbsp;shows you&nbsp;how&nbsp;to make use of vertex, pixel, and geometry shaders to add visualization to their DirectCompute applications. The following topics will be covered:</p><ul><li>A Quick explanation of the Direct3D graphics pipeline </li><li>Vertex and geometry shader overview </li><li>Binding resources and views for use by graphics stages </li><li>Visualizing 2D array data </li><li>Visualizing particle data (geometry shader) </li><li>Visualizing other data (histogram, waveform, and so on) </li><li>Example of Particle Simulation Compute with Rendering </li><li>Example of Ocean Simulation Rendering using FFT for Compute </li></ul><p>The demos used in this lecture are available from <a href="http://developer.download.nvidia.com/compute/directcompute/sdk/website/samples.html">NVIDIA's DirectCompute SDK Code Samples page</a>.<br><br>For more information on DirectCompute, <a href="http://code.msdn.microsoft.com/directcomputehol">download the PDC 2009 DirectCompute HOL</a>,&nbsp;<a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">watch&nbsp;the DirectCompute Roundtable discussion</a>, see the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series</a>,&nbsp;and <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12986">download the slides for this lecture</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:640b69df7bb34294bf979de90187b774">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-250-Integration-with-the-Graphics-Pipeline</comments>
      <itunes:summary> Join James Fung from Nvidia as&amp;nbsp;he&amp;nbsp;shows you&amp;nbsp;how&amp;nbsp;to make use of vertex, pixel, and geometry shaders to add visualization to their DirectCompute applications. The following topics will be covered: A Quick explanation of the Direct3D graphics pipeline Vertex and geometry shader overview Binding resources and views for use by graphics stages Visualizing 2D array data Visualizing particle data (geometry shader) Visualizing other data (histogram, waveform, and so on) Example of Particle Simulation Compute with Rendering Example of Ocean Simulation Rendering using FFT for Compute The demos used in this lecture are available from NVIDIA&#39;s DirectCompute SDK Code Samples page.For more information on DirectCompute, download the PDC 2009 DirectCompute HOL,&amp;nbsp;watch&amp;nbsp;the DirectCompute Roundtable discussion, see the full DirectCompute lecture series,&amp;nbsp;and download the slides for this lecture. </itunes:summary>
      <itunes:duration>1217</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-250-Integration-with-the-Graphics-Pipeline</link>
      <pubDate>Wed, 18 Aug 2010 18:00:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>2</slash:comments>
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      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 230: GPU Accelerated Physics</title>
      <description><![CDATA[ <p>Join Lee Howes,&nbsp;a Senior SDE at ATI/AMD, as he gives you a deep dive into GPU accelerated physics. <br><br></p><p>This lecture explains how DirectCompute can be employed to create solutions simulating physical systems such as fluid and cloth systems. It also&nbsp;covers how to employ some of the libraries powered by DirectCompute and how to integrate these libraries into your application.&nbsp; <br><br>After completing the lecture,&nbsp;you will be able to understand the underlying algorithms of some of the physics systems written in DirectCompute, as well as how to make use of the libraries that implement them, such as <a href="http://bulletphysics.org/wordpress/">Bullet</a>.<br><br>For more information on DirectCompute, <a href="http://code.msdn.microsoft.com/directcomputehol">download the PDC 2009 DirectCompute HOL</a>,&nbsp;<a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">watch&nbsp;the DirectCompute Roundtable discussion</a>, see the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series</a>,&nbsp;and <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12985">download the slides for this lecture</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:39b3a5dec5a9499ab8779de90187b96a">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics</comments>
      <itunes:summary> Join Lee Howes,&amp;nbsp;a Senior SDE at ATI/AMD, as he gives you a deep dive into GPU accelerated physics.  This lecture explains how DirectCompute can be employed to create solutions simulating physical systems such as fluid and cloth systems. It also&amp;nbsp;covers how to employ some of the libraries powered by DirectCompute and how to integrate these libraries into your application.&amp;nbsp; After completing the lecture,&amp;nbsp;you will be able to understand the underlying algorithms of some of the physics systems written in DirectCompute, as well as how to make use of the libraries that implement them, such as Bullet.For more information on DirectCompute, download the PDC 2009 DirectCompute HOL,&amp;nbsp;watch&amp;nbsp;the DirectCompute Roundtable discussion, see the full DirectCompute lecture series,&amp;nbsp;and download the slides for this lecture. </itunes:summary>
      <itunes:duration>1683</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics</link>
      <pubDate>Wed, 11 Aug 2010 15:00:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>3</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 210: GPU Optimizations and Performance</title>
      <description><![CDATA[ <p>Join James Fung from Developer Technology at NVIDIA as he covers the following advanced topics for DirectCompute: <br><br>&nbsp;&nbsp; Work distribution best practices<br>&nbsp;&nbsp; Compute shader code best practices<br>&nbsp;&nbsp; Algorithm selection best practices<br>&nbsp;&nbsp; Multi-GPU best practices</p><p>He also gives an example problem, scan/reduction, and then goes through various optimizations for that problem.</p><p>For more information on DirectCompute, <a href="http://code.msdn.microsoft.com/directcomputehol">download the PDC 2009 DirectCompute HOL</a>,&nbsp;<a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">watch&nbsp;the DirectCompute Roundtable discussion</a>, see the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series</a>,&nbsp;and <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12929">download the slides for this lecture</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:1bef068db7394e9cb2c99dea00a70110">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance</comments>
      <itunes:summary> Join James Fung from Developer Technology at NVIDIA as he covers the following advanced topics for DirectCompute: &amp;nbsp;&amp;nbsp; Work distribution best practices&amp;nbsp;&amp;nbsp; Compute shader code best practices&amp;nbsp;&amp;nbsp; Algorithm selection best practices&amp;nbsp;&amp;nbsp; Multi-GPU best practices He also gives an example problem, scan/reduction, and then goes through various optimizations for that problem. For more information on DirectCompute, download the PDC 2009 DirectCompute HOL,&amp;nbsp;watch&amp;nbsp;the DirectCompute Roundtable discussion, see the full DirectCompute lecture series,&amp;nbsp;and download the slides for this lecture. </itunes:summary>
      <itunes:duration>1270</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance</link>
      <pubDate>Wed, 04 Aug 2010 15:31:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 120: Basics of DirectCompute Application Development</title>
      <description><![CDATA[ <p>In this lecture, Jason Yang (a technical lead from AMD) goes over the basics of creating a DirectCompute application that performs matrix multiplication. Specifically, he covers:<br><br></p><ul><li>Instantiating a DirectCompute Device </li><li>Writing and compiling DirectCompute Code </li><li>Executing code on the GPU </li><li>Retrieving resulting data from the GPU and passing it to the CPU </li></ul><p>The Roundtable discussion for DirectCompute can be found <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">here</a>, the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series is here</a>,&nbsp;and the slides for this lecture are available from <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12909">here</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:ed8aa7f237544b5f966b9dea00a70368">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-120-Basics-of-DirectCompute-Application-Development</comments>
      <itunes:summary> In this lecture, Jason Yang (a technical lead from AMD) goes over the basics of creating a DirectCompute application that performs matrix multiplication. Specifically, he covers: Instantiating a DirectCompute Device Writing and compiling DirectCompute Code Executing code on the GPU Retrieving resulting data from the GPU and passing it to the CPU The Roundtable discussion for DirectCompute can be found here, the full DirectCompute lecture series is here,&amp;nbsp;and the slides for this lecture are available from here. </itunes:summary>
      <itunes:duration>1069</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-120-Basics-of-DirectCompute-Application-Development</link>
      <pubDate>Wed, 28 Jul 2010 10:18:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>13</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-120-Basics-of-DirectCompute-Application-Development/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 110: Memory Patterns</title>
      <description><![CDATA[ <p>In this video, Matt Sandy, a Program Manager on the DirectX team, provides an in-depth look at memory usage patterns in DirectCompute.<br><br>In this lecture, you will learn how to most effectively use memory in DirectCompute. Topics include an overview of how memory resources are used within a DirectCompute application, methods for identifying execution threads, data I/O patterns for various resource types, and how to utilize groupshared memory to improve application performance.<br><br>Slides for this lecture are available from <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12824">here</a>.<br><br>This video is a follow up video for:<br><a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">The DirectCompute Expert Roundtable Discussion</a><br>and<br>the <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute/">Introduction to DirectCompute</a>&nbsp;video.<br><br>For more information about DirectCompute, download the <a href="http://code.msdn.microsoft.com/directcomputehol">PDC 2009 DirectCompute Hands on Lab</a>.<br><br>For more information about DirectX, check the <a href="http://msdn.microsoft.com/en-us/directx/default.aspx">DirectX Developer Center</a>&nbsp;and the <a href="http://msdn.com/windows">Windows Developer Center</a>.<br><br>You can also <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">download the Direct X SDK</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:2a30b5f5a8c643d2b6b19dea00a7063d">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns</comments>
      <itunes:summary> In this video, Matt Sandy, a Program Manager on the DirectX team, provides an in-depth look at memory usage patterns in DirectCompute.In this lecture, you will learn how to most effectively use memory in DirectCompute. Topics include an overview of how memory resources are used within a DirectCompute application, methods for identifying execution threads, data I/O patterns for various resource types, and how to utilize groupshared memory to improve application performance.Slides for this lecture are available from here.This video is a follow up video for:The DirectCompute Expert Roundtable Discussionandthe Introduction to DirectCompute&amp;nbsp;video.For more information about DirectCompute, download the PDC 2009 DirectCompute Hands on Lab.For more information about DirectX, check the DirectX Developer Center&amp;nbsp;and the Windows Developer Center.You can also download the Direct X SDK. </itunes:summary>
      <itunes:duration>1065</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns</link>
      <pubDate>Wed, 21 Jul 2010 16:43:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 101:  Introduction to DirectCompute</title>
      <description><![CDATA[ <p>In this lecture, Chas Boyd, the Program Manager&nbsp;Architect of&nbsp;Windows Graphics,&nbsp;gives you an introduction to DirectCompute. He covers some background on DirectCompute, gives examples of applications, gives an overview of the DirectCompute API, and then covers the principles of basic usage.<br><br>The Roundtable discussion for DirectCompute can be found <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">here</a>&nbsp;and the slides are available from <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12810">here</a>.<br><br>For more information about DirectX, check the <a href="http://msdn.microsoft.com/en-us/directx/default.aspx">DirectX Developer Center</a>&nbsp;and the <a href="http://msdn.com/windows">Windows Developer Center</a>.<br><br>You can also <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">download the Direct X SDK</a>. <br><br>The following videos continue the series:</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns/">DirectCompute 110: Memory Patterns</a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:277178fb5e5f4042b4769dea00a708df">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute</comments>
      <itunes:summary> In this lecture, Chas Boyd, the Program Manager&amp;nbsp;Architect of&amp;nbsp;Windows Graphics,&amp;nbsp;gives you an introduction to DirectCompute. He covers some background on DirectCompute, gives examples of applications, gives an overview of the DirectCompute API, and then covers the principles of basic usage.The Roundtable discussion for DirectCompute can be found here&amp;nbsp;and the slides are available from here.For more information about DirectX, check the DirectX Developer Center&amp;nbsp;and the Windows Developer Center.You can also download the Direct X SDK. The following videos continue the series: &#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; DirectCompute 110: Memory Patterns </itunes:summary>
      <itunes:duration>1487</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute</link>
      <pubDate>Wed, 14 Jul 2010 17:51:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
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      <category>C9 Lectures</category>
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      <category>DirectX</category>
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      <category>GPU</category>
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      <title>DirectCompute Expert Roundtable Discussion</title>
      <description><![CDATA[ <p>In this video, Robert Hess has a roundtable discussion with industry experts&nbsp;to help you understand exactly what DirectCompute is and the kinds of software problems to which you can apply DirectCompute in order to leverage the GPU for computation.<br><br>This video features:</p><p>Eric Young (Manager of Developer Technology, NVIDIA Corporation)<br>Chas Boyd (Program Manager Architect&nbsp; Windows Graphics, &nbsp;Microsoft Corporation)<br>Justin Hensley (Senior MTS, AMD Office of CTO, ATI/AMD) </p><p>The first demo can be found here: <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12774">Video Stabilization</a>.<br>The second demo can be found here:&nbsp;&nbsp;<a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12773">DirectCompute FFT Sample (Color Grid Wide).</a><br>For more information about DirectX, check the <a href="http://msdn.microsoft.com/en-us/directx/default.aspx">DirectX Developer Center</a>&nbsp;and the <a href="http://msdn.com/windows">Windows Developer Center</a>.<br><br>You can also <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">download the Direct X SDK</a>.</p><p>The&nbsp;<a href="http://go.microsoft.com/fwlink/?LinkId=194362">DirectCompute lecture series</a> will receive updates from June 14th through July 5th, so keep checking back on the link. </p><p>The following videos continue the series:<br><a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute/">DirectCompute 101: Introduction</a><br><a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns/">DirectCompute 110: Memory Patterns</a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:66f53ef0ee904dfaae7e9dea00a70cd1">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Expert-Roundtable-Discussion</comments>
      <itunes:summary> In this video, Robert Hess has a roundtable discussion with industry experts&amp;nbsp;to help you understand exactly what DirectCompute is and the kinds of software problems to which you can apply DirectCompute in order to leverage the GPU for computation.This video features: Eric Young (Manager of Developer Technology, NVIDIA Corporation)Chas Boyd (Program Manager Architect&amp;nbsp; Windows Graphics, &amp;nbsp;Microsoft Corporation)Justin Hensley (Senior MTS, AMD Office of CTO, ATI/AMD)  The first demo can be found here: Video Stabilization.The second demo can be found here:&amp;nbsp;&amp;nbsp;DirectCompute FFT Sample (Color Grid Wide).For more information about DirectX, check the DirectX Developer Center&amp;nbsp;and the Windows Developer Center.You can also download the Direct X SDK. The&amp;nbsp;DirectCompute lecture series will receive updates from June 14th through July 5th, so keep checking back on the link.  The following videos continue the series:DirectCompute 101: IntroductionDirectCompute 110: Memory Patterns </itunes:summary>
      <itunes:duration>2663</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Expert-Roundtable-Discussion</link>
      <pubDate>Wed, 07 Jul 2010 16:52:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>11</slash:comments>
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      <category>DirectX</category>
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      <title>SC08: Windows HPC: GPGPU Computing Overview: Nvidia</title>
      <description><![CDATA[
<div class="watch-video-desc description">SC08: Nvidia rep discusses and demos GPGPU computing.</div>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpgpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:37b7bde60a8148eabb7a9dea00c3884f">]]></description>
      <comments>http://channel9.msdn.com/Shows/The+HPC+Show/SC08-Windows-HPC-GPGPU-Computing-Overview-Nvidia</comments>
      <itunes:summary>
SC08: Nvidia rep discusses and demos GPGPU computing.
</itunes:summary>
      <itunes:duration>427</itunes:duration>
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      <pubDate>Mon, 16 Mar 2009 17:06:00 GMT</pubDate>
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      <dc:creator>Wenming Ye</dc:creator>
      <itunes:author>Wenming Ye</itunes:author>
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