Graphics Pipeline
Mostrando 1-4 de 4 artigos, teses e dissertações.
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1. Computation on GPUs: from a programmable pipeline to an efficient stream processor
O recente desenvolvimento de hardware gráfico apresenta uma mudança na implementação do pipeline gráfico, de um conjunto fixo de funções, para programas especiais desenvolvidos pelo usuário que são executados para cada vértice ou fragmento. Esta programabilidade permite implementações de diversos algoritmos diretamente no hardware gráfico. Neste
Publicado em: 2010
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2. TECHNIQUES FOR THE INCREASE OF PERFORMANCE OF FORWARD TRANSFORMS AND MOTION ESTIMATION DEDICATED ARCHITECTURES OF THE H.264/AVC VIDEO CODING STANDARD / TÉCNICAS PARA O AUMENTO DE DESEMPENHO DE ARQUITETURAS DEDICADAS DAS TRANSFORMADAS DIRETAS E DE ESTIMAÇÃO DE MOVIMENTO DO PADRÃO H.264/AVC DE CODIFICAÇÃO DE VÍDEO PELOTAS 2009
The increasing use of digital video on the Internet, devices and also in mobile digital TV has lead to an increasing interest for research in this area, from both industry and academia. This work follows this trend by proposing the investigation of the main aspects of digital video, video compression and also of the H.264/AVC video compression for the implem
Publicado em: 2009
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3. A GPU-based architeture for supporting 3D interactions / Uma arquitetura de suporte a interações 3D integrada a GPU
Based on the hypothesis that the precise control of the motion of a cursor constitutes one of the elementary techniques for 3D direct manipulation tools, this thesis proposes an architecture for supporting a configurable control of the motion of cursors with respect to models deformed on graphics hardware. Integrated with the actual programmable rendering pi
Publicado em: 2007
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4. DISTRIBUTED VISUALIZATION USING CLUSTERS OF PCS / VISUALIZAÇÃO DISTRIBUÍDA UTILIZANDO AGRUPAMENTOS DE PCS
This work presents a new distributed rendering system destined for PC clusters. The conventional graphics pipeline is extended to a distributed pipeline that parallelizes the operations done on the CPU, the GPU and the network by using multiple threads. This system was the base for the implementation of three distributed rendering architectures: a sort-first
Publicado em: 2005