Results 61 to 70 of about 263,258 (207)

Hardware-Accelerated Platforms and Infrastructures for Network Functions: A Survey of Enabling Technologies and Research Studies

open access: yesIEEE Access, 2020
In order to facilitate flexible network service virtualization and migration, network functions (NFs) are increasingly executed by software modules as so-called “softwarized NFs” on General-Purpose Computing (GPC) platforms and ...
Prateek Shantharama   +2 more
doaj   +1 more source

Fused Collapsing for Wide BVH Construction

open access: yesComputer Graphics Forum, EarlyView.
Abstract We propose a novel approach for constructing wide bounding volume hierarchies on the GPU by integrating a simple bottom‐up collapsing procedure within an existing binary bottom‐up BVH builder. Our approach directly constructs a wide BVH without traversing a temporary binary BVH as done by previous approaches and achieves 1.4 – 1.6 × lower ...
Wilhem Barbier, Mathias Paulin
wiley   +1 more source

Encoding Occupancy in Memory Location for Efficient and Compact High‐Resolution Voxel Structures

open access: yesComputer Graphics Forum, EarlyView.
We encode information about geometric structure into the pointers of a sparse voxel directed acyclic graph (SVDAG). Each pointer carries information about the structure of the node it points to. Our encoding improves ray tracing performance and reduces model size in memory.
Jaina Modisett, Markus Billeter
wiley   +1 more source

Simulation of L2 Cache Separation Impact in CPU Performance [PDF]

open access: yes, 2015
Cache memory performance is very important in the overall performance of modern CPUs. One of the many techniques used to improve it is the split of on-chip cache memory in two separate Instruction and Data caches. The current CPU organizations usually have per core separate L1 caches and unified L2 caches.
openaire   +1 more source

TABI: Tight and Balanced Interactive Atlas Packing

open access: yesComputer Graphics Forum, EarlyView.
Abstract Atlas packing is a key step in many computer graphics applications. Packing algorithms seek to arrange a set of charts within a fixed‐size atlas with as little downscaling as possible. Many packing applications such as content creation tools, dynamic atlas generation for video games, and texture space shading require on‐the‐fly interactive ...
F. Gu, N. Vining, A. Sheffer
wiley   +1 more source

A Hybrid Architecture With Low Latency Interfaces Enabling Dynamic Cache Management

open access: yesIEEE Access, 2018
The main focus of the dominant technologies in the high performance computation (HPC) market, such as GPU and multicore systems, is put on processing power, while much less attention has been paid to communication delays inside hybrid architectures.
Michel Gemieux   +4 more
doaj   +1 more source

Fast Longest Prefix Matching by Exploiting SIMD Instructions

open access: yesIEEE Access, 2020
Longest prefix matching (LPM) is a fundamental process in IP routing used not only in traditional hardware routers but also in software middleboxes. However, the performance of LPM in software is still insufficient for processing packets at over 100 Gbps,
Yukito Ueno   +3 more
doaj   +1 more source

Variable‐Rate Texture Compression: Real‐Time Rendering with JPEG

open access: yesComputer Graphics Forum, EarlyView.
Abstract Although variable‐rate compressed image formats such as JPEG are widely used to efficiently encode images, they have not found their way into real‐time rendering due to special requirements such as random access to individual texels. In this paper, we investigate the feasibility of variable‐rate texture compression on modern GPUs using the ...
Elias Kristmann   +2 more
wiley   +1 more source

Neural Local Inter‐reflection Modeling for Garment Fold Rendering

open access: yesComputer Graphics Forum, EarlyView.
Abstract Realistic garment rendering requires simulating complex multi‐bounce light paths within intricate fold geometries. In these regions, conventional path tracing is computationally expensive as light becomes trapped, necessitating high bounce counts for convergence.
Jooeun Son   +4 more
wiley   +1 more source

Real‐time by‐example texture synthesis and filtering using local statistics exchange

open access: yesComputer Graphics Forum, EarlyView.
Abstract Real‐time by‐example texture synthesis is used in interactive virtual worlds to generate the appearance of an unbounded surface from an exemplar texture with as few repetitions as possible. Currently, leading real‐time methods rely on a tiling and blending scheme which is known to synthesize well texture patterns with little spatial ...
Nicolas Lutz, Guillaume Gilet
wiley   +1 more source

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