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CGF
2004
151views more  CGF 2004»
14 years 9 months ago
Deferred Splatting
In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics har...
Gaël Guennebaud, Loïc Barthe, Mathias Pa...
AFRIGRAPH
2004
ACM
15 years 3 months ago
Realistic shading of human skin in real time
The demand for realistic human characters is driven by interactive application developers worldwide. The look of 3D models in real time graphics is efficiently improved by powerfu...
Florian Struck, Christian-A. Bohn, Sebastian Schmi...
MICRO
2008
IEEE
126views Hardware» more  MICRO 2008»
14 years 9 months ago
Multicore Resource Management
UAL PRIVATE MACHINE ABSTRACTION WOULD ALLOW SOFTWARE POLICIES TO EXPLICITLY MANAGE MICROARCHITECTURE RESOURCES. VPM POLICIES, IMPLEMENTED PRIMARILY IN SOFTWARE, TRANSLATE APPLICATI...
Kyle J. Nesbit, Miquel Moretó, Francisco J....
EUROPAR
2010
Springer
14 years 8 months ago
A Language-Based Tuning Mechanism for Task and Pipeline Parallelism
Abstract. Current multicore computers differ in many hardware aspects. Tuning parallel applications is indispensable to achieve best performance on a particular hardware platform....
Frank Otto, Christoph A. Schaefer, Matthias Dempe,...
ICPP
2006
IEEE
15 years 4 months ago
Vector Lane Threading
Multi-lane vector processors achieve excellent computational throughput for programs with high data-level parallelism (DLP). However, application phases without significant DLP ar...
Suzanne Rivoire, Rebecca Schultz, Tomofumi Okuda, ...