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CGI
2004
IEEE
15 years 2 months ago
Maintaining Constant Frame Rates in 3D Texture-Based Volume Rendering
3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current...
Daniel Weiskopf, Manfred Weiler, Thomas Ertl
EGH
2009
Springer
14 years 8 months ago
Fast minimum spanning tree for large graphs on the GPU
Graphics Processor Units are used for many general purpose processing due to high compute power available on them. Regular, data-parallel algorithms map well to the SIMD architect...
Vibhav Vineet, Pawan Harish, Suryakant Patidar, P....
ICIDS
2010
Springer
14 years 8 months ago
Emohawk: Learning Virtual Characters by Doing
Emohawk is a narrative-based serious game designed to be a supportive tool for teaching basics of virtual agents development at universities and high-schools. Emohawk is built util...
Michal Bída, Cyril Brom
SIGGRAPH
2010
ACM
15 years 3 months ago
OptiX: a general purpose ray tracing engine
The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation ...
Steven G. Parker, James Bigler, Andreas Dietrich, ...
SIGGRAPH
1991
ACM
15 years 2 months ago
Visibility preprocessing for interactive walkthroughs
The number of polygons comprising interesting architectural models is many more than can be rendered at interactive frame rates. However, due to occlusion by opaque surfaces (e.g....
Seth J. Teller, Carlo H. Séquin