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Representing Guard Dependencies in Dataflow Execution Traces

Heterogeneous parallel systems are becoming mainstream computing platforms nowadays. One of the main challenges the development community is currently facing is how to fully exploit the available computational power when porting existing programs or developing new ones with available techniques. In this direction, several design space exploration methods have been presented and extensively adopted

Hybrid Model Predictive Control of Exhaust Recompression HCCI

Homogeneous charge compression ignition (HCCI) holds promise for reduced emissions and increased efficiency compared to conventional internal combustion engines. As HCCI lacks direct actuation over the combustion phasing, much work has been devoted to designing controllers capable of set-point tracking and disturbance rejection. This paper presents results on model predictive control (MPC) of the

Impact of gas-to-particle partitioning approaches on the simulated radiative effects of biogenic secondary organic aerosol

The oxidation of biogenic volatile organic compounds (BVOCs) gives a range of products, from semi-volatile to extremely low-volatility compounds. To treat the interaction of these secondary organic vapours with the particle phase, global aerosol microphysics models generally use either a thermodynamic partitioning approach (assuming instant equilibrium between semi-volatile oxidation products and

Adaptive texture space shading for stochastic rendering

When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naive way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely

Filtered Stochastic Shadow Mapping Using a Layered Approach

Given a stochastic shadow map rendered with motion blur, our goal is to render an image from the eye with motion-blurred shadows with as little noise as possible. We use a layered approach in the shadow map and reproject samples along the average motion vector, and then perform lookups in this representation. Our results include substantially improved shadow quality compared to previous work and a

Constraint Programming Approach to Reconfigurable Processor Extension Generation and Application Compilation

Abstract in UndeterminedIn this article, we present a constraint programming approach for solving hard design problems present when automatically designing specialized processor extensions. Specifically, we discuss our approach for automatic selection and synthesis of processor extensions as well as efficient application compilation for these newly generated extensions. The discussed approach is i

Stochastic Depth Buffer Compression using Generalized Plane Encoding

In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which signifi

Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy

In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of triangular meshes on the graphics processing unit (GPU). Tessellation is performed according to a local test to generate primitives dynamically. The refinement procedure does not require the pre-computation of any refinement pattern. The resulting adaptive procedure is efficient and simple, and generat

Per-Vertex Defocus Blur for Stochastic Rasterization

We present user-controllable and plausible defocus blur for a stochastic rasterizer. We modify circle of confusion coefficients per vertex to express more general defocus blur, and show how the method can be applied to limit the foreground blur, extend the in-focus range, simulate tilt-shift photography, and specify per-object defocus blur. Furthermore, with two simplifying assumptions, we show th

Optimal Virtual Array Length Under Position Imperfections

This article contains a study of how spatial errors and receiver imperfections affect the angle of arrival estimation accuracy for virtual antenna arrays. A virtual antenna array consists of one receiver element whose location is tracked as the element is moved and in this work, linear arrays are studied. If the location of the receiver is tracked using an inertial measurement unit, an interesting

Efficient multi-view ray tracing using edge detection and shader reuse

Stereoscopic rendering and 3D stereo displays are quickly becoming mainstream. The natural extension is autostereoscopic multi-view displays, which by the use of parallax barriers or lenticular lenses, can accommodate many simultaneous viewers without the need for active or passive glasses. As these displays, for the foreseeable future, will support only a rather limited number of views, there is

Airborne microalgae : Insights, opportunities, and challenges

Airborne dispersal of microalgae has largely been a blind spot in environmental biological studies because of their low concentration in the atmosphere and the technical limitations in investigating microalgae from air samples. Recent studies show that airborne microalgae can survive air transportation and interact with the environment, possibly influencing their deposition rates. This minireview

Instruction Selection and Scheduling for DSP Kernels

As custom multicore architectures become more and more common for DSP applications, instruction selection and scheduling for such applications and architectures become important topics. In this paper, we explore the effects of defining the problem of finding an optimal instruction selection and scheduling as a constraint satisfaction problem (CSP). We incorporate methods based on sub-graph isomorp

Combined scheduling and instruction selection for processors with reconfigurable cell fabric

This paper presents a new method, based on constraint programming, for modeling and solving scheduling and instruction selection for processors extended with a functionally reconfigurable cell fabric. Our method models parallel reconfigurable architectures, the selection of application specific computational patterns and application scheduling. It takes also into account architectural constraints.

Texture Caches

This column examines the texture cache, an essential component of modern GPUs that plays an important role in achieving real-time performance when generating realistic images. GPUs have many components and the texture cache is only one of them. But it has a real impact on the performance of the GPU if rasterization and memory tiling are set up correctly.