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IJPP
2011
99views more  IJPP 2011»
14 years 4 months ago
Regular Lattice and Small-World Spin Model Simulations Using CUDA and GPUs
Data-parallel accelerator devices such as Graphical Processing Units (GPUs) are providing dramatic performance improvements over even multicore CPUs for lattice-oriented applicatio...
Kenneth A. Hawick, Arno Leist, Daniel P. Playne
CORR
2010
Springer
83views Education» more  CORR 2010»
14 years 7 months ago
MT4j - A Cross-platform Multi-touch Development Framework
This article describes requirements and challenges of crossplatform multi-touch software engineering, and presents the open source framework Multi-Touch for Java (MT4j) as a solut...
Uwe Laufs, Christopher Ruff, Jan Zibuschka
VLDB
1994
ACM
110views Database» more  VLDB 1994»
15 years 2 months ago
Client-Server Paradise
This paper describes the design and implementation of Paradise, a database system designed for handling GIS type of applications. The current version of Paradise, uses a client{se...
David J. DeWitt, Navin Kabra, Jun Luo, Jignesh M. ...
EGH
2004
Springer
15 years 3 months ago
A quadrilateral rendering primitive
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even ...
Kai Hormann, Marco Tarini
CGF
2006
198views more  CGF 2006»
14 years 10 months ago
Real-Time Weighted Pose-Space Deformation on the GPU
WPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation. The per-vertex computation required in WPSD can be parallelized in a SIM...
Taehyun Rhee, John P. Lewis, Ulrich Neumann