There has been some discussion of GPGPU elsewhere on the forum, but not so much in this section where it belongs, so I've started this thread to try to get something going here. Basically, it makes sense to learn how to use OpenGL ES 2.0 to do GPGPU stuff. The reasons are not only that the R-Pi has an OpenGL ES 2.0 GPU, but also that WebGL is effectively OpenGL ES 2.0. So, if you want to do GPGPU on the Web, you need to know how to do it with GLES2. It would be really cool to have OpenCL on every smartphone (and R-Pi), but that is still ~3-5 years away and as such WebCL is still larval. So let's use what we've got!
As far as I can tell (being a total n00b at (graphics) programming), the whole enterprise depends on having floating point textures. GLES2 doesn't have floating point textures, but there is an extension (OES_texture_float):
http://www.khronos.org/registry/gles/ex ... _float.txt
Does the R-Pi "have it?"
Finally, here are some good "getting started" resources I have been able to dig up:
What every computer scientist should know about floats:
http://docs.oracle.com/cd/E19957-01/806 ... dberg.html
The OpenGL "red book":
http://www.glprogramming.com/red/
Survey of GPGPU Owens, Luebke, et. al. Eurographics 2005:
http://onlinelibrary.wiley.com/doi/10.1 ... 012.x/full
http://vis.cs.ucdavis.edu/Ultravis/pape ... seComp.pdf
GLSL "orange book":
http://wiki.labomedia.org/images/1/10/O ... dition.pdf
GPGPU Tutorial:
http://www.mathematik.tu-dortmund.de/~g ... orial.html
Legacy GPGPU resources:
http://gpgpu.org/developer/legacy-gpgpu-graphics-apis
OpenGL resources:
http://www.opentk.com/doc/links/opengl- ... -tutorials
So I'm hoping this thread might become a place to discuss and learn about GPGPU on OES2/WebGL hardware.