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Efficient Bounding of Displaced Bézier Patches

In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster convergence for the bounding volumes of di

Real-Time Multiply Recursive Reflections and Refractions using Hybrid Rendering

We present a new method for real-time render- ing of multiple recursions of reflections and refractions. The method uses the strengths of real-time ray tracing for objects close to the camera, by storing them in a per-frame constructed bounding volume hierarchy (BVH). For objects further from the camera, rasterization is used to create G-buffers which store an image-based representation of the sce

A(4): Asynchronous Adaptive Anti-Aliasing using Shared Memory

Edge aliasing continues to be one of the most prominent problems in real-time graphics, e.g., in games. We present a novel algorithm that uses shared memory between the GPU and the CPU so that these two units can work in concert to solve the edge aliasing problem rapidly. Our system renders the scene as usual on the GPU with one sample per pixel. At the same time, our novel edge aliasing algorithm

Experimental validation of k–ε RANS-CFD on a high-pressure homogenizer valve

Since the emulsification in the High-Pressure Homogenizer (HPH) is controlled by hydrodynamic forces, the turbulent flow field in the valve region is of significant interest. Computational Fluid Dynamics (CFD) simulations have been used for this in many studies. However, there are reasons to question if the utilized turbulence models, with their inherent assumptions and simplifications, could accu

A performance and energy evaluation of many-light rendering algorithms

Recently, the performance of many-light algorithms, where thousands of light sources are used to compute the lighting in a scene, has improved so much that they have reached the realm of real-time rendering. In general, the algorithm that is considered “best” is the one that is the fastest in terms of time per frame. Given that power efficiency may become or already is one of the most important op

Synthesis and optimization of high-level stream programs

In this paper we address the problem of translating high-level stream programs, such as those written in MPEG's RVC-CAL dataflow language, into implementations in programmable hardware. Our focus is on two aspects: sufficient language coverage to make synthesis available for a large class of programs, and methodology and tool support providing analysis and guidance to improve and optimize an initi

Single-Zone Diesel PPC Modeling for Control

Partially premixed combustion (PPC) is a combustion concept with similarities to both Diesel and Homogeneous Charge Compression Ignition (HCCI) combustion. It provides a combustion mode with better controllability than HCCI without increasing the emissions of nitrogen oxides and soot to the level of traditional Diesel engines. The model described in this paper aims to describe the main features of

Texture compression of light maps using smooth profile functions

Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, do not handle well. The application writer must therefore choose between doubling the bit rate by choosing a codec such as BC7, or accept the compression artifacts, neither of wh

Programming support for reconfigurable custom vector architectures

High performance requirements increased the popularity of unconventional architectures. While providing better performance, such architectures are generally harder to program and generate code for. In this paper, we present our approach to ease programmability and code generation for such architectures. We present a domain specific language (DSL) for the programming part, and a constraint programm

Hierarchical stochastic motion blur rasterization

We present a hierarchical traversal algorithm for stochastic rasterization of motion blur, which efficiently reduces the number of inside tests needed to resolve spatio-temporal visibility. Our method is based on novel tile against moving primitive tests that also provide temporal bounds for the overlap. The algorithm works entirely in homogeneous coordinates, supports MSAA, facilitates efficient

Design and Novel Uses of Higher-Dimensional Rasterization

This paper assumes the availability of a very fast higher-dimensional rasterizer in future graphics processors. Working in up to five dimensions, i.e., adding time and lens parameters, it is well-known that this can be used to render scenes with both motion blur and depth of field. Our hypothesis is that such a rasterizer can also be used as a flexible tool for other, less conventional, usage area

Distributed constraint programming with agents

Many combinatorial optimization problems lend themselves to be modeled as distributed constraint optimization problems (DisCOP). Problems such as job shop scheduling have an intuitive matching between agents and machines. In distributed constraint problems, agents control variables and are connected via constraints. We have equipped these agents with a full constraint solver. This makes it possibl

Realizing Efficient Execution of Dataflow Actors on Manycores

Embedded DSP computing is currently shifting towards manycore architectures in order to cope with the ever growing computational demands. Actor based dataflow languages are being considered as a programming model. In this paper we present a code generator for CAL, one such dataflow language. We propose to use a compilation tool with two intermediate representations. We start from a machine model o

Instruction Selection and Scheduling for DSP Kernels on Custom Architectures

As custom architectures become more and more common for DSP applications, instruction selection and scheduling for such applications and architectures become important topics. In this paper, we explore the effects of defining the problem of finding an optimal instruction selection and scheduling as a constraint satisfaction problem (CSP). We incorporate methods based on sub-graph isomorphism and g

MPEG Reconfigurable Video Coding

Traditional efforts in standardizing video coding used to involve a lengthy process that resulted in large monolithic standards and reference codes. This approach has become increasingly ill-suited to the dynamics and the fast changing needs of the video coding community. Most importantly, there used to be no principled approach to leveraging the significant commonalities between the different cod

Explicit Cache Management for Volume Ray-Casting on Parallel Architectures

A major challenge when designing general purpose graphics hardware is to allow efficient access to texture data. Although different rendering paradigms vary with respect to their data access patterns, there is no flexibility when it comes to data caching provided by the graphics architecture. In this paper we focus on volume ray-casting, and show the benefits of algorithm-aware data caching. Our M

Migrant Agricultural Workers and Their Socio-­‐economic, Occupational and Health Conditions– A Literature Review

Objective This study provides the summary of current knowledge about migrant work in agriculture available from journal articles, books, reports and other relevant academic publications, focusing on political, economic, legal, social and medical aspects of migrant work in agriculture. Methods A systematic search was carried out on the LibHub and Google Scholar databases in order to compile the e

Mapping Streaming Applications on Multiprocessor with Statically Configured NoC

This paper addresses design space exploration for streaming applications (such as MPEG) running on multi-processor platforms with guaranteed service interconnects. In particular, we solve mapping, path selection and router configuration problems. Given the complexity of these problems, state of the art approaches in this area largely rely on greedy heuristics, which do not guarantee optimality. Ou