Libreoffice Hardware Acceleration

OpenCL support has been added to LibreOffice Calc to greatly accelerate spreadsheet calculations! Now application users can experience GPU acceleration without programming. LibreOffice is a free and open source office suite developed by The Document Foundation.

OpenCL support has been added to LibreOffice to greatly accelerate spreadsheet calculations! Now application users can experience GPU acceleration without programming. LibreOffice is a free and open source office suite developed. It contains popular office applications such as (a word processor), (for spreadsheets), (for presentations), (a ), (for mathematical notation), (a database) and more. LibreOffice runs on popular operating systems such as Linux, Windows, and OSX and common file formats such as those used in Microsoft Office.

It will be interesting to see both the adoption of OpenCL acceleration (although one must currently turn it on as it is off by default) and performance comparisons between the major vendors. The following video shows the potential for fast spreadsheets due to GPU acceleration.

(Unfortunately, the Intel GPU tested is not a high-end one like the.).

As you clearly already know what GPU rendering is. Let me answer what you seem to be asking. Traditionally, hardware rendering has carried a stigma of being very complex. This has in large part been due to the design of the application programming interfaces (APIs) which have not been well-geared to concealing complexity; that is, the learning curve has been steep. It has also been in part due to an understanding that writing 3D applications -- for which these APIs are heavily geared -- is far more complex than writing 2D ones.

Re interface complexity, I'm referring to interfaces like OpenGL and DirectX. Re 3D vs 2D, I'm referring to the mathematics and geometry which goes into constructing 3D scenes, vs. The simplicity with which the untrained mind can approach 2D problems.

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However, in recent years, not only has learning material become much more available, but also, many libraries that wrap the underlying complexities of these interfaces have become available and have lowered the barriers to entry. All of this has fed back into a cycle of increased interest which was already present due to the increasing importance of visualisation, slick user interfaces, and performance on low-powered devices.

So software rendering and 2D rendering have been good entry points and focus areas for those who were new to graphics and / or wanted to create a product where rendering did not take too much of the available time on a project. At least in regards to 2D, this still applies; technology has largely covered the gap in bringing 2D rendering to GPU. There are some really good answers here, so just to supplement them. A major driving force behind software rendering is capability. This was touched on in one of the answers, but I'm going to make an opposing point: software rendering can actually be more capable than hardware rendering, not less. With hardware you're generally limited to the capabilities of the hardware itself, although OpenGL for one is capable of software-emulation of a lot of things that may not exist in hardware.

What that means is that if you try to use Feature X but the hardware doesn't support it, one of two things will happen: either you'll drop back to software emulation (the typical OpenGL scenario) or you don't get to use it at all (the typical D3D scenario). With software rendering you get to write the code yourself. You get to manipulate things and have full control over what happens down to the pixel level. To give an example of a blast from the past, Quake had pixel shaders implemented in software back in 1996, at a time when 3D cards (they weren't called 'GPUs' then) could barely rasterize a few dozen textured triangles. This is more the case with current GPUs too, but there are still significant parts of the graphics pipeline that are exposed as fixed functionality (or not even exposed at all).