This paper investigates the use of idle graphics processors to accelerate audio DSP for real-time algorithms. Several common algorithms have been identified for acceleration and were executed in multiple thread and block configurations to ascertain the desired configuration for the different algorithms. The GPU and CPU performing on the same data sizes and algorithm are compared against each other. From these results the paper discusses the importance of optimising the code for GPU operation including the allocating shared resources, optimising memory transfers and forced serialisation of feedback loops. It also introduces a new method for audio processing using GPU's as the default processor instead of an accelerator.
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