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IEEECGIV
2005
IEEE
14 years 2 months ago
A Practical Implementation of a 3-D Game Engine
Creating a 3-D game engine is not a trivial task as gamers often demand for high quality output with top notch performance in games. In this paper, we show you how various real-ti...
Thomas C. S. Cheah, Kok-Why Ng
TOG
2008
137views more  TOG 2008»
13 years 8 months ago
Efficient traversal of mesh edges using adjacency primitives
Processing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We pre...
Pedro V. Sander, Diego Nehab, Eden Chlamtac, Hugue...
CVPR
2009
IEEE
15 years 3 months ago
From Structure-from-Motion Point Clouds to Fast Location Recognition
Efficient view registration with respect to a given 3D reconstruction has many applications like inside-out tracking in indoor and outdoor environments, and geo-locating images ...
Arnold Irschara (Graz University of Technology), C...
IROS
2009
IEEE
198views Robotics» more  IROS 2009»
14 years 3 months ago
Scalable learning for object detection with GPU hardware
Abstract— We consider the problem of robotic object detection of such objects as mugs, cups, and staplers in indoor environments. While object detection has made significant pro...
Adam Coates, Paul Baumstarck, Quoc V. Le, Andrew Y...
OPODIS
2010
13 years 6 months ago
On the Automated Implementation of Time-Based Paxos Using the IOA Compiler
Paxos is a well known algorithm for achieving consensus in distributed environments with uncertain processing and communication timing. Implementations of its variants have been s...
Chryssis Georgiou, Procopis Hadjiprocopiou, Peter ...