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体元图形技术 被引量:4
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作者 郑飞 叶尚辉 《电子科技导报》 1994年第1X期15-16,23,共3页
体元图形技术是目前正在迅速发展的一门可视化技术,它在医学成像,流体动力学模拟,自然景物生成等方面得到了广泛应用。本文对体元图形技术的产生、发展,特点和研究内容等进行了分析论述,对其优缺点进行了客观的评价,并展望了其发... 体元图形技术是目前正在迅速发展的一门可视化技术,它在医学成像,流体动力学模拟,自然景物生成等方面得到了广泛应用。本文对体元图形技术的产生、发展,特点和研究内容等进行了分析论述,对其优缺点进行了客观的评价,并展望了其发展趋势和应用前景。 展开更多
关键词 计算机图形 体元图形 可视化
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体元图形及其扫描生成
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作者 郑飞 叶尚辉 《计算机工程》 CAS CSCD 北大核心 1994年第S1期381-384,共4页
本文对体元图形技术的产生、发展和特点等进行了分析,对其优缺点进行了客观的评价,提出了通过扫描变换来结合体元图形和传统的基于表面描述的面元图形的方法,以充分发挥出各自的优点,增强其造型能力。并完成部分具体实现。
关键词 体元图形 面元图形 扫描变换
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Fast weighting method for plasma PIC simulation on GPU-accelerated heterogeneous systems 被引量:2
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作者 杨灿群 吴强 +3 位作者 胡慧俐 石志才 陈娟 唐滔 《Journal of Central South University》 SCIE EI CAS 2013年第6期1527-1535,共9页
Particle-in-cell (PIC) method has got much benefits from GPU-accelerated heterogeneous systems.However,the performance of PIC is constrained by the interpolation operations in the weighting process on GPU (graphic pro... Particle-in-cell (PIC) method has got much benefits from GPU-accelerated heterogeneous systems.However,the performance of PIC is constrained by the interpolation operations in the weighting process on GPU (graphic processing unit).Aiming at this problem,a fast weighting method for PIC simulation on GPU-accelerated systems was proposed to avoid the atomic memory operations during the weighting process.The method was implemented by taking advantage of GPU's thread synchronization mechanism and dividing the problem space properly.Moreover,software managed shared memory on the GPU was employed to buffer the intermediate data.The experimental results show that the method achieves speedups up to 3.5 times compared to previous works,and runs 20.08 times faster on one NVIDIA Tesla M2090 GPU compared to a single core of Intel Xeon X5670 CPU. 展开更多
关键词 GPU computing heterogeneous computing plasma physics simulations particle-in-cell (PIC)
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Shadow Volume in Real-Time Rendering
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作者 Abd El Moumene Zerari Mohamed Chaouki Babahenini 《Computer Technology and Application》 2011年第8期638-643,共6页
This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calc... This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calculation of the silhouette requires a pretreatment of the geometry implemented on the CPU (Central Processing Unit). By using last version of the GPU (Graphic Processing Unit), the authors propose to implement the calculation of the silhouette on the GPU by using Geometry Shader. The authors present the step which made it possible to lead to a concrete implementation of this algorithm, the modifications which were made, as well as a comparative study of results, followed by a discussion of these results and choices of implementation. 展开更多
关键词 Shadow volumes SILHOUETTE GPU (graphic processing unit) REAL-TIME shaders.
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