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3D graphics eBook - Course Materials Repository

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Stencil codes 200<br />

[7] Wellein, G et al. (2009) Efficient temporal blocking for stencil computations by multicore-aware wavefront parallelization (http:/ /<br />

ieeexplore. ieee. org/ xpl/ freeabs_all. jsp?arnumber=5254211), 33rd Annual IEEE International Computer Software and Applications<br />

Conference, COMPSAC 2009<br />

[8] Datta, Kaushik et al. (2008) Stencil computation optimization and auto-tuning on state-of-the-art multicore architectures (http:/ / portal. acm.<br />

org/ citation. cfm?id=1413375), SC '08 Proceedings of the 2008 ACM/IEEE conference on Supercomputing<br />

[9] Schäfer, Andreas and Fey, Dietmar (2011) High Performance Stencil Code Algorithms for GPGPUs (http:/ / www. sciencedirect. com/<br />

science/ article/ pii/ S1877050911002791), Proceedings of the International Conference on Computational Science, ICCS 2011<br />

[10] S. Donath, J. Götz, C. Feichtinger, K. Iglberger and U. Rüde (2010) waLBerla: Optimization for Itanium-based Systems with Thousands of<br />

Processors (http:/ / www. springerlink. com/ content/ p2583237l2187374/ ), High Performance Computing in Science and Engineering,<br />

Garching/Munich 2009<br />

[11] Nguyen, Anthony et al. (2010) 3.5-D Blocking Optimization for Stencil Computations on Modern CPUs and GPUs (http:/ / dl. acm. org/<br />

citation. cfm?id=1884658), SC '10 Proceedings of the 2010 ACM/IEEE International Conference for High Performance Computing,<br />

Networking, Storage and Analysis<br />

[12] http:/ / cactuscode. org/<br />

[13] http:/ / www10. informatik. uni-erlangen. de/ Research/ Projects/ walberla/ description. shtml<br />

[14] Naoya Maruyama, Tatsuo Nomura, Kento Sato, and Satoshi Matsuoka (2011) Physis: An Implicitly Parallel Programming Model for Stencil<br />

Computations on Large-Scale GPU-Accelerated Supercomputers, SC '11 Proceedings of the 2011 ACM/IEEE International Conference for<br />

High Performance Computing, Networking, Storage and Analysis<br />

[15] https:/ / github. com/ naoyam/ physis<br />

[16] http:/ / www. libgeodecomp. org<br />

External Links<br />

[ Physis (https:/ / github. com/ naoyam/ physis)] LibGeoDecomp (http:/ / www. libgeodecomp. org)<br />

Subdivision surface<br />

A subdivision surface, in the field of <strong>3D</strong> computer <strong>graphics</strong>, is a method of representing a smooth surface via the<br />

specification of a coarser piecewise linear polygon mesh. The smooth surface can be calculated from the coarse mesh<br />

as the limit of a recursive process of subdividing each polygonal face into smaller faces that better approximate the<br />

smooth surface.

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