I'm performing a large number of calculations. Each calculation is independent of every other, in other words, the task could be parallelized and I'd like to offset the job to the GPU.
Specifically, I'm creating light/shadow maps for an OpenGL application, and the calculations are a bunch of Vector math, dot products, square roots, etc.
What are my options here? Does OpenGL natively support anything like this, or should I be looking for an external library/module?
Compute shader is the generic for CUDA, which is like an enhanced compute for nVidia. Note you don't need to use either, you can do calaculations using a vertex -> geomerty stream, or render to a pixel shader. So long as you can represent the results as a collection of values (a vertex buffer or texture), you can use the rendering pipeline to do your maths.