oneDNN
PhysX
oneDNN | PhysX | |
---|---|---|
5 | 18 | |
3,461 | 2,296 | |
1.7% | 2.0% | |
10.0 | 4.7 | |
6 days ago | 24 days ago | |
C++ | C++ | |
Apache License 2.0 | BSD 3-clause "New" or "Revised" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
oneDNN
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Blaze: A High Performance C++ Math library
If you are talking about non-small matrix multiplication in MKL, is now in opensource as a part of oneDNN. It literally has exactly the same code, as in MKL (you can see this by inspecting constants or doing high-precision benchmarks).
For small matmul there is libxsmm. It may take tremendous efforts make something faster than oneDNN and libxsmm, as jit-based approach of https://github.com/oneapi-src/oneDNN/blob/main/src/gpu/jit/g... is too flexible: if someone finds a better sequence, oneDNN can reuse it without major change of design.
But MKL is not limited to matmul, I understand it...
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Arc & Deep Learning Frameworks
For completeness, it looks like this question was posted to the oneDNN GitHub repo and the response was to stay tune for updates.
- Keeping POWER relevant in the open source world
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Intel oneDNN 2.5 released with experimental RISC-V support
From the release note of oneDNN v2.5:
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Is gpu hardware tied to cpu ISA ?
Intel are trying to support their oneAPI compute framework on Arm and IBM POWER and z/Architecture (s390x) but since they ever released only a single discrete GPU with the Xe architecture it's unclear whether they'll support Xe GPU compute on e.g. ARM https://github.com/oneapi-src/oneDNN
PhysX
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Blaze: A High Performance C++ Math library
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typical game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads.
The codebases I've seen in many game physics engines seem to all roll their own math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
NVIDIA PhysX GitHub repo: NVIDIA-Omniverse/PhysX
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Recommended Physics Engine?
I donāt know of any books but here is the official documentation which includes an API reference. You can also find a lot of sample code snippets and examples on their GitHub.
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C# Game engine - suggestions
On the other hand, PhysX is available under the MIT License and is both heavily used in games and also well documented with tons of sample code.
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AMD Finally Opens Up Its Radeon Raytracing Analyzer "RRA" Source Code
The CPU implementation of PhysX is too, no reason you couldn't port that to run on AMD GPUs: https://github.com/NVIDIA-Omniverse/PhysX
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Nvidia PhysX 5.0 is now open source
The LICENSE.md file on the repo doesn't mention BSD-3-Clause at all, it's just a copywrite notice that reads more like CC-BY than a software license. That's why I said it was weird.
Very! I just picked a random file: https://github.com/NVIDIA-Omniverse/PhysX/blob/release/104.0/physx/source/physx/src/NpArticulationJointReducedCoordinate.cpp
- GitHub - NVIDIA-Omniverse/PhysX: NVIDIA PhysX SDK - 5.0
What are some alternatives?
oneMKL - oneAPI Math Kernel Library (oneMKL) Interfaces
RayTracingDenoiser - NVIDIA Ray Tracing Denoiser
CTranslate2 - Fast inference engine for Transformer models
physx-rs - š³ Rust binding for NVIDIA PhysX š¦
oneDPL - oneAPI DPC++ Library (oneDPL) https://software.intel.com/content/www/us/en/develop/tools/oneapi/components/dpc-library.html
PhysX - NVIDIA PhysX SDK
highway - Highway - A Modern Javascript Transitions Manager
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
asmjit - Low-latency machine code generation
AI4Animation - Bringing Characters to Life with Computer Brains in Unity
librealsense - IntelĀ® RealSenseā¢ SDK
box2d-lite - A small 2D physics engine