5 research outputs found

    Natural ventilation design attributes application effect on, indoor natural ventilation performance of a double storey, single unit residential building

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    In establishing a good indoor thermal condition, air movement is one of the important parameter to be considered to provide indoor fresh air for occupants. Due to the public awareness on environment impact, people has been increasingly attentive to passive design in achieving good condition of indoor building ventilation. Throughout case studies, significant building attributes were found giving effect on building indoor natural ventilation performance. The studies were categorized under vernacular houses, contemporary houses with vernacular element and contemporary houses. The indoor air movement of every each spaces in the houses were compared with the outdoor air movement surrounding the houses to indicate the space’s indoor natural ventilation performance. Analysis found the wind catcher element appears to be the most significant attribute to contribute most to indoor natural ventilation. Wide opening was also found to be significant especially those with louvers. Whereas it is also interesting to find indoor layout design is also significantly giving impact on the performance. The finding indicates that a good indoor natural ventilation is not only dictated by having proper openings at proper location of a building, but also on how the incoming air movement is managed throughout the interior spaces by proper layout. Understanding on the air pressure distribution caused by indoor windward and leeward side is important in directing the air flow to desired spaces in producing an overall good indoor natural ventilation performance

    An Advanced Volume Raycasting Technique using GPU Stream Processing

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    GPU-based raycasting is the state-of-the-art rendering technique for interactive volume visualization. The ray traversal is usually implemented in a fragment shader, utilizing the hardware in a way that was not originally intended. New programming interfaces for stream processing, such as CUDA, support a more general programming model and the use of additional device features, which are not accessible through traditional shader programming. In this paper we propose a slab-based raycasting technique that is modeled specifically to use these features to accelerate volume rendering. This technique is based on experience gained from comparing fragment shader implementations of basic raycasting to implementations directly translated to CUDA kernels. The comparison covers direct volume rendering with a variety of optional features, e.g., gradient and lighting calculations. Our findings are supported by benchmarks of typical volume visualization scenarios. We conclude that new stream processing models can only gain a small performance advantage when directly porting the basic raycasting algorithm. However, they can be advantageous through novel acceleration methods which use the hardware features not available to shader implementations

    AN ADVANCED VOLUME RAYCASTING TECHNIQUE USING GPU STREAM PROCESSING

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    An Advanced Volume Raycasting Technique using GPU Stream Processing

    No full text
    GPU-based raycasting is the state-of-the-art rendering technique for interactive volume visualization. The ray traversal is usually implemented in a fragment shader, utilizing the hardware in a way that was not originally intended. New programming interfaces for stream processing, such as CUDA, support a more general programming model and the use of additional device features, which are not accessible through traditional shader programming. In this paper we propose a slab-based raycasting technique that is modeled specifically to use these features to accelerate volume rendering. This technique is based on experience gained from comparing fragment shader implementations of basic raycasting to implementations directly translated to CUDA kernels. The comparison covers direct volume rendering with a variety of optional features, e.g., gradient and lighting calculations. Our findings are supported by benchmarks of typical volume visualization scenarios. We conclude that new stream processing models can only gain a small performance advantage when directly porting the basic raycasting algorithm. However, they can be advantageous through novel acceleration methods which use the hardware features not available to shader implementations
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