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ICCSA
2003
Springer
14 years 3 months ago
A Comparison Study of Modern Heuristics for Solving the Partitioning Problem in Distributed Virtual Environment Systems
Fast Internet connections and the widespread use of high performance graphic cards are making Distributed Virtual Environment (DVE) systems very common nowadays. However, there are...
Pedro Morillo, Marcos Fernández, Juan M. Or...
GECCO
2009
Springer
241views Optimization» more  GECCO 2009»
14 years 2 months ago
A fast high quality pseudo random number generator for nVidia CUDA
Previously either due to hardware GPU limits or older versions of software, careful implementation of PRNGs was required to make good use of the limited numerical precision availa...
William B. Langdon
WSCG
2003
158views more  WSCG 2003»
13 years 11 months ago
Real-time Terrain Rendering using Smooth Hardware Optimized Level of Detail
We present a method for real-time level of detail reduction that is able to display high-complexity polygonal surface data. A compact and efficient regular grid representation is...
Bent Salgaard Larsen, Niels Jørgen Christen...
CEC
2010
IEEE
13 years 11 months ago
Evolving a CUDA kernel from an nVidia template
Rather than attempting to evolve a complete program from scratch we demonstrate genetic interface programming (GIP) by automatically generating a parallel CUDA kernel with identica...
William B. Langdon, Mark Harman
CGF
2007
83views more  CGF 2007»
13 years 9 months ago
Visibility Sampling on GPU and Applications
In this paper, we show how recent GPUs can be used to very efficiently and conveniently sample the visibility between two surfaces, given a set of occluding triangles. We use bitw...
Elmar Eisemann, Xavier Décoret