Sciweavers

6770 search results - page 81 / 1354
» How GPUs Work
Sort
View
ISPD
2012
ACM
289views Hardware» more  ISPD 2012»
12 years 5 months ago
Keep it straight: teaching placement how to better handle designs with datapaths
As technology scales and frequency increases, a new design style is emerging, referred to as hybrid designs, which contain a mixture of random logic and datapath standard cell com...
Samuel I. Ward, Myung-Chul Kim, Natarajan Viswanat...
BMCBI
2006
123views more  BMCBI 2006»
13 years 10 months ago
How to decide? Different methods of calculating gene expression from short oligonucleotide array data will give different result
Background: Short oligonucleotide arrays for transcript profiling have been available for several years. Generally, raw data from these arrays are analysed with the aid of the Mic...
Frank F. Millenaar, John Okyere, Sean T. May, Mart...
VIS
2004
IEEE
186views Visualization» more  VIS 2004»
14 years 11 months ago
Hardware-Accelerated Adaptive EWA Volume Splatting
We present a hardware-accelerated adaptive EWA volume splatting algorithm. EWA splatting combines a Gaussian reconstruction kernel with a low-pass image filter for high image qual...
Wei Chen, Liu Ren, Matthias Zwicker, Hanspeter Pfi...
EGH
2007
Springer
14 years 4 months ago
Programmable shaders for deformation rendering
In this paper, we present a method for rendering deformations as part of the programmable shader pipeline of contemporary Graphical Processing Units. In our method, we allow gener...
Carlos D. Correa, Deborah Silver
GRAPHICSINTERFACE
2008
13 years 11 months ago
A GPU-friendly method for high dynamic range texture compression using inverse tone mapping
In recent years, High Dynamic Range Textures (HDRTs) have been frequently used in real-time applications and video-games to enhance realism. Unfortunately, HDRTs consume a conside...
Francesco Banterle, Kurt Debattista, Patrick Ledda...