I did a lot of things over this 6 hour dev log:
- Added Neumann Boundary conditions so now the boundary edges aren’t fixed to 0 (see slide 1)
- I did some more tweaks to the UI
- I started work on the GPU implementation of the conjugate gradient method by writing a dot product procedure in a compute shader using parallel reduction (see slide 2). What’s interesting is that summing using parallel reduction is actually better for floating point precision than just summing serially.
From here, I will continue working on the GPU implementation of conjugate gradient method. I am interested to see how much of a speed up will actually be gained when compared to the CPU implementation.
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