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CGF
2005
94views more  CGF 2005»
13 years 8 months ago
Morphology-independent representation of motions for interactive human-like animation
This paper addresses the problem of human motion encoding for real-time animation in interactive environments. Classically, a motion is stored as a sequence of body postures encod...
Richard Kulpa, Franck Multon, Bruno Arnaldi
PLDI
2010
ACM
14 years 1 months ago
A GPGPU compiler for memory optimization and parallelism management
This paper presents a novel optimizing compiler for general purpose computation on graphics processing units (GPGPU). It addresses two major challenges of developing high performa...
Yi Yang, Ping Xiang, Jingfei Kong, Huiyang Zhou
EGH
2005
Springer
14 years 1 months ago
Optimal automatic multi-pass shader partitioning by dynamic programming
Complex shaders must be partitioned into multiple passes to execute on GPUs with limited hardware resources. Automatic partitioning gives rise to an NP-hard scheduling problem tha...
Alan Heirich
MICRO
2008
IEEE
113views Hardware» more  MICRO 2008»
14 years 2 months ago
From SODA to scotch: The evolution of a wireless baseband processor
With the multitude of existing and upcoming wireless standards, it is becoming increasingly difficult for hardware-only baseband processing solutions to adapt to the rapidly chan...
Mark Woh, Yuan Lin, Sangwon Seo, Scott A. Mahlke, ...
CF
2009
ACM
14 years 2 months ago
Wave field synthesis for 3D audio: architectural prospectives
In this paper, we compare the architectural perspectives of the Wave Field Synthesis (WFS) 3D-audio algorithm mapped on three different platforms: a General Purpose Processor (GP...
Dimitris Theodoropoulos, Catalin Bogdan Ciobanu, G...