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...
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...
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...
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, ...
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...