Tag: rendering

CUDA Demo of Swarming Behavior modeled on GPU

CUDA Demo of Swarming Behavior modeled on GPU

| 7 February, 2012 | 0 Comments

Demonstration of swarming behavior modeled on a Nvidia GPU with CUDA language.

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Efficient shallow water simulations on GPUs: Implementation, visualization, verification, and validation

Efficient shallow water simulations on GPUs: Implementation, visualization, verification, and validation

| 29 January, 2012 | 0 Comments

In this paper, we present an efficient implementation of a state-of-the-art high-resolution explicit scheme for the shallow water equations on graphics processing units.

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GPU PRO 3: Advanced Rendering Techniques

GPU PRO 3: Advanced Rendering Techniques

| 23 January, 2012 | 0 Comments

GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

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GPU Hardware Rendering with 3ds Max and Quicksilver

GPU Hardware Rendering with 3ds Max and Quicksilver

| 19 January, 2012 | 0 Comments

In the video Gary Davis of Autodesk covers his 90-minute lecture from Autodesk University 2011, focusing on GPU-accelerated rendering within Autodesk 3ds Max 2012.

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Scalable Multi-GPU Decoupled Parallel Rendering Approach in Shared Memory Architecture

Scalable Multi-GPU Decoupled Parallel Rendering Approach in Shared Memory Architecture

| 12 January, 2012 | 0 Comments

We describe a decoupled parallel rendering approach and enable the two stages to execute in parallel. With the frame buffer in the main memory, the full image rendering time is totally decided by the GPU rendering ability when the rendering task is large enough.

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A Large-Scale Terrain Rendering Method With GPU-Based Geometry Compression

A Large-Scale Terrain Rendering Method With GPU-Based Geometry Compression

| 11 January, 2012 | 0 Comments

We present a large-scale terrain rendering method, which is based on restricted quadtree meshes. The error metric method corresponds to parallel computing requires, and processes the error metric and triangulation by GPU, to improve the rending efficiency of image hardware, and save the running time of CPU

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Optimizing Monte Carlo radiosity on graphics hardware

Optimizing Monte Carlo radiosity on graphics hardware

| 11 November, 2011 | 0 Comments

In this paper we present an implementation of the Monte Carlo radiosity algorithm on the GPU using CUDA. Our proposal is based on the partition of the scene into sub-scenes to be processed in parallel to exploit the graphics card structure

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Real-time tessellation of terrain on graphics hardware

Real-time tessellation of terrain on graphics hardware

| 28 September, 2011 | 0 Comments

Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it is not handled correctly. We propose a new technique for visualizing terrain surfaces by tessellating them on the GPU.

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Triton Ocean SDK 1.1 Released

Triton Ocean SDK 1.1 Released

| 9 September, 2011 | 0 Comments

Sundog Software’s Triton ocean simulation technology for game, simulation, and training software developers has received a significant upgrade. Simulation of ship wakes, better support for water reflections, and features important for positioning objects on the water have all been introduced.

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Acceleration of Massive Particle Data Visualization Based on GPU

Acceleration of Massive Particle Data Visualization Based on GPU

| 8 August, 2011 | 0 Comments

In this paper, we apply two schemes to reduce the rendering time and solve the problems using the characteristics of the particles. We suggest that GPGPU can improve the efficiency of the operations through parallel processing and a modified Kd-tree spatial subdivision algorithm for speed-up.

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