Construct · 2 fields · 2 citations
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In general relativity, to warp spacetime is to curve its geometry so that distances and the paths of light and matter bend. Alcubierre's 1994 The warp drive: Hyper-fast travel within general relativity proposed a metric that contracts space ahead of a craft and expands it behind, carrying a flat bubble through at effectively faster-than-light speed without the craft ever locally outrunning light. The referent is a deliberate deformation of the spacetime metric, described by curvature, and it shares only the word with threads on a loom or a bundle of processor threads.[1]
In NVIDIA's GPU architecture a warp is a group of parallel threads (32 on Tesla-class hardware) scheduled and executed together in lockstep, all running the same instruction on different data. Lindholm and colleagues' 2008 NVIDIA Tesla: A unified graphics and computing architecture defined the warp as the unit the hardware scheduler issues at once, so that divergence within a warp costs performance. The name is borrowed from weaving (a row of threads advancing together), but the referent is a scheduling unit inside a processor, not cloth and not spacetime.[2]
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