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dc.coverage.spatialInvestigación aplicada
dc.creatorFRANCISCO ALEJANDRO MADERA RAMIREZ
dc.creatorFRANCISCO JOSE MOO MENA
dc.creatorENRIQUE AYALA FRANCO
dc.creatorLUIS FERNANDO CURI QUINTAL
dc.date2015-09-30
dc.date.accessioned2018-10-04T15:08:07Z
dc.date.available2018-10-04T15:08:07Z
dc.identifierhttps://www.ijcsi.org/papers/IJCSI-12-5-184-192.pdf
dc.identifier.urihttp://redi.uady.mx:8080/handle/123456789/635
dc.description.abstractThe usage of GPUs (Graphics Processing Units) in graphics is essential due to their parallel feature to perform operations. In this work we implement a particle simulation program using shading languages to improve the interaction among particles. We implement a parallel algorithm to detect collisions among animated particles. Particles are stored in a linear buffer with several threads using the Compute Shader (CS). To parallelize the process data are arranged in workgroups with specified size, which represent the threads. We compare the performance of the algorithm implemented in shading languages against the sequential version. We also demonstrate how programmable GPUs are a powerful tool to display large point datasets (particles) at interactive frame rate. We research the possibilities that GPUs and shading languages offer for rendering particles and the improvements in speed and quality using instance rendering.
dc.languageeng
dc.publisherInternational Journal of Computer Science Issues
dc.relationcitation:0
dc.rightsinfo:eu-repo/semantics/openAccess
dc.rightshttp://creativecommons.org/licenses/by-nc-nd/4.0
dc.sourceurn:issn:1694-0814
dc.subjectinfo:eu-repo/classification/cti/7
dc.subjectINGENIERÍA Y TECNOLOGÍA
dc.subjectinfo:eu-repo/classification/cti/33
dc.subjectParticle simulation
dc.subjectParallel programming
dc.subjectGPU rendering
dc.titleParticle simulation with GPUs shading languages
dc.typeinfo:eu-repo/semantics/article


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