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You searched for subject:(GPU based Methods). Showing records 1 – 3 of 3 total matches.

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1. Mi, Peng. GPU Based Methods for Interactive Information Visualization of Big Data.

Degree: MS, Computer Science, 2016, Virginia Tech

Interactive visual analysis has been a key component of gaining insights in information visualization area. However, the amount of data has increased exponentially in the past few years. Existing information visualization techniques lack scalability to deal with big data, such as graphs with millions of nodes, or millions of multidimensional data records. Recently, the remarkable development of Graphics Processing Unit (GPU) makes GPU useful for general-purpose computation. Researchers have proposed GPU based solutions for visualizing big data in graphics and scientific visualization areas. However, GPU based big data solutions in information visualization area are not well investigated. In this thesis, I concentrate on the visualization of big data in information visualization area. More specifically, I focus on visual exploration of large graphs and multidimensional datasets based on the GPU technology. My work demonstrates that GPU based methods are useful for sensemaking of big data in information visualization area. Advisors/Committee Members: North, Christopher L. (committeechair), Gracanin, Denis (committee member), Cao, Yong (committee member).

Subjects/Keywords: Information Visualization; GPU based Methods

…and GPU based methods. 2.2.1 Large Graph Layout Hachul et al. [27] surveyed… …requirements. Their paper highlights GPU based solutions for quickly data filtering to achieve real… …time frame-rates. Therefore, designing and implementing GPU based big data visualization… …x5B;46], high performance computing [16], etc.). The GPU based… …x5B;4] in scientific visualization (SciVis) area. The GPU based InfoVis… 

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Mi, P. (2016). GPU Based Methods for Interactive Information Visualization of Big Data. (Masters Thesis). Virginia Tech. Retrieved from http://hdl.handle.net/10919/64473

Chicago Manual of Style (16th Edition):

Mi, Peng. “GPU Based Methods for Interactive Information Visualization of Big Data.” 2016. Masters Thesis, Virginia Tech. Accessed October 22, 2019. http://hdl.handle.net/10919/64473.

MLA Handbook (7th Edition):

Mi, Peng. “GPU Based Methods for Interactive Information Visualization of Big Data.” 2016. Web. 22 Oct 2019.

Vancouver:

Mi P. GPU Based Methods for Interactive Information Visualization of Big Data. [Internet] [Masters thesis]. Virginia Tech; 2016. [cited 2019 Oct 22]. Available from: http://hdl.handle.net/10919/64473.

Council of Science Editors:

Mi P. GPU Based Methods for Interactive Information Visualization of Big Data. [Masters Thesis]. Virginia Tech; 2016. Available from: http://hdl.handle.net/10919/64473

2. González Ballester, Carlos. Simplification Techniques for Interactive Applications.

Degree: Departament de Llenguatges i Sistemes Informàtics, 2010, Universitat Jaume I

Interactive applications with 3D graphics are used everyday in a lot of different fields, such as games, teaching, learning environments and virtual reality. The scenarios showed in interactive applications usually tend to present detailed worlds and characters, being the most realistic as possible. Detailed 3D models require a lot of geometric complexity. But not always the available graphics hardware can handle and manage all this geometry maintaining a realistic frame rate. Simplification methods attempt to solve this problem, by generating simplified versions of the original 3D models. These simplified models present less geometry than the original ones. This simplification has to be done with a reasonable criterion in order to maintain as possible the appearance of the original models. But the geometry is not the only important factor in 3D models. They are also composed of additional attributes that are important for the final aspect of the models for the viewer. In the literature we can find a lot of work presented about simplification. However, there are still several points without an efficient solution. Therefore, this thesis focuses on simplification techniques for 3D models usually used in interactive applications. Advisors/Committee Members: [email protected] (authoremail), true (authoremailshow), Quirós Bauset, Ricardo (director), Chover Sellés, Miguel (director).

Subjects/Keywords: GPU-based methods; graphics hardware; attribute preservation; normal map; CAD models; user-assisted simplification; simplification methods; Informática Gráfica; 004

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

González Ballester, C. (2010). Simplification Techniques for Interactive Applications. (Thesis). Universitat Jaume I. Retrieved from http://hdl.handle.net/10803/10492

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

González Ballester, Carlos. “Simplification Techniques for Interactive Applications.” 2010. Thesis, Universitat Jaume I. Accessed October 22, 2019. http://hdl.handle.net/10803/10492.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

González Ballester, Carlos. “Simplification Techniques for Interactive Applications.” 2010. Web. 22 Oct 2019.

Vancouver:

González Ballester C. Simplification Techniques for Interactive Applications. [Internet] [Thesis]. Universitat Jaume I; 2010. [cited 2019 Oct 22]. Available from: http://hdl.handle.net/10803/10492.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

González Ballester C. Simplification Techniques for Interactive Applications. [Thesis]. Universitat Jaume I; 2010. Available from: http://hdl.handle.net/10803/10492

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Stockholm University

3. He, Yiyang. A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke.

Degree: Numerical Analysis and Computer Science (NADA), 2018, Stockholm University

With the rapidly growing computational power of modern computers, physically based rendering has found its way into real world applications. Real-time simulations and renderings of fire and smoke had become one major research interest in modern video game industry, and will continue being one important research direction in computer graphics. To visually recreate realistic dynamic fire and smoke is a complicated problem. Furthermore, to solve the problem requires knowledge from various areas, ranged from computer graphics and image processing to computational physics and chemistry. Even though most of the areas are well-studied separately, when combined, new challenges will emerge. This thesis focuses on three aspects of the problem, dynamic, real-time and realism, to propose a solution in form of a GPGPU pipeline, along with its implementation. Three main areas with application in the problem are discussed in detail: fluid simulation, volumetric radiance estimation and volumetric rendering. The weights are laid upon the first two areas. The results are evaluated around the three aspects, with graphical demonstrations and performance measurements. Uniform grids are used with Finite Difference (FD) discretization scheme to simplify the computation. FD schemes are easy to implement in parallel, especially with ComputeShader, which is well supported in Unity engine. The whole implementation can easily be integrated into any real-world applications in Unity or other game engines that support DirectX 11 or higher.

Subjects/Keywords: Visualization; Physically Based; Pipeline; Real-Time; Dynamic Simulation; Combustion; Fire; Explosion; Smoke; Thick Smoke; Computer Graphics; PDE; Numerical Methods; Grid Based; Navier-Stokes Equation; Imcompressible Fluid; Radiative Transfer Equation; RTE; Volumetric Illumination; Volumetric Rendering; Volumetric Global Illumination; Distant Light Source; Volumetric Global Shadow; Local Shadow Approximation; Black-body Radiation; Poisson Solver; Spectroscopy; Fire Color; Color Reproduction; Tone Mapping; Color Temperature; Color Matching Function; Tristimulus; CIE Standard Observer; Color Space; XYZ; RGB; GPU; GPGPU; ComputeShader; DirectX 12; Unity; C#; Computer Sciences; Datavetenskap (datalogi)

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

He, Y. (2018). A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke. (Thesis). Stockholm University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-160401

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

He, Yiyang. “A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke.” 2018. Thesis, Stockholm University. Accessed October 22, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-160401.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

He, Yiyang. “A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke.” 2018. Web. 22 Oct 2019.

Vancouver:

He Y. A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke. [Internet] [Thesis]. Stockholm University; 2018. [cited 2019 Oct 22]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-160401.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

He Y. A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke. [Thesis]. Stockholm University; 2018. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-160401

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

.