3,913 research outputs found
Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments
Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance. We describe and discuss a simple method for realistically casting shadows from an opaque solid object through a GPU (graphics processing unit) based particle system representing natural phenomena, such as smoke
Parallel Sparse Matrix Solver on the GPU Applied to Simulation of Electrical Machines
Nowadays, several industrial applications are being ported to parallel
architectures. In fact, these platforms allow acquire more performance for
system modelling and simulation. In the electric machines area, there are many
problems which need speed-up on their solution. This paper examines the
parallelism of sparse matrix solver on the graphics processors. More
specifically, we implement the conjugate gradient technique with input matrix
stored in CSR, and Symmetric CSR and CSC formats. This method is one of the
most efficient iterative methods available for solving the finite-element basis
functions of Maxwell's equations. The GPU (Graphics Processing Unit), which is
used for its implementation, provides mechanisms to parallel the algorithm.
Thus, it increases significantly the computation speed in relation to serial
code on CPU based systems
Parallelization of a Monte Carlo Ray Tracing Algorithm for Channel Modelling in Underwater Wireless Optical Communications
AbstractIn this paper, an algorithm to calculate the underwater wireless optical impulse response is presented. It is based on a modified Monte Carlo Ray Tracing algorithm and takes into account the most significant phenomena of the underwater channel. In order to reduce the simulation time, two parallelization schemes are proposed, one based on a multiprocessor architecture and other based on the use of GPU (Graphics Processing Unit). Several simulation results are presented, including scenario channel simulations and calculation of time computation complexity for each algorithm implementation
マルチ GPU に対する理論モデル及び GPU アルゴリズムの解析と実現
The GPU (Graphics Processing Unit) has high computing power.The technology called GPGPU which uses GPU for general purpose computation is used in various fields.In this research, the theoretical model of multi GPU with plural GPUs construct, analyze and implement algorithms that operate on multi GPU.Keyword: multi GPU, theoretical mode
Stream programming framework for global ilumination techniques using a GPU
Los procesadores de streams están comenzando a ser una alternativa accesible para implementar técnicas de rendering asistidas por hardware que habitualmente estaban relegadas al uso offline.
Nosotros elaboramos un marco de trabajo para procesamiento de streams basado en los conceptos del modelo de Stream Programming, seleccionamos el algoritmo de Photon Mapping y una GPU (Graphics Processing Unit) Nvidia para una implementación de un caso de prueba. Definimos un conjunto de clases en C++ para encapsular los componentes (kernels y streams) de este nuevo paradigma, usando OpenGL y el lenguaje Cg. Nuestra aplicación combina el método de Photon Mapping y una estructura de aceleración BVH (Bounding Volumes Hierarchy) en un pipeline de renderizado basado casi completamente en la GPU. Finalmente, evaluamos su desempeño usando un modelo de caja de Cornell.Stream processors are becoming an affordable alternative to implement hardware assisted rendering techniques which were usually relegated to offline usage. We built a stream processing framework based on the Stream Programming Model concepts, selected the Photon Mapping algorithm and an NVIDIA GPU (Graphics Processing Unit) as a test case implementation of a Global Illumination technique. We defined a set of C++ classes to encapsulate the components (kernels and streams) of this new paradigm, using OpenGL and Cg language. Our application combines the Photon Splatting method and the BVH (Bounding Volumes Hierarchy) acceleration structure into a rendering pipeline relying almost entirely on the GPU. Finally, we evaluated its performance using a Cornell Box model.V Workshop de Computación Gráfica, Imágenes Y VisualizaciónRed de Universidades con Carreras en Informática (RedUNCI
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