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Session details: An interactive introduction to OpenGL programming 会话细节:OpenGL编程的交互式介绍
Pub Date : 2005-07-31 DOI: 10.1145/3245698
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引用次数: 0
Session details: Open source 2005 and beyond: thriving despite the DMCA and patent threats to Linux 会议细节:2005年及以后的开源:尽管DMCA和专利威胁Linux,但仍在蓬勃发展
Pub Date : 2005-07-31 DOI: 10.1145/3245719
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引用次数: 0
Tactual displays for sensory substitution and wearable computers 用于感官替代和可穿戴计算机的触觉显示器
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198611
H. Tan, A. Pentland
A major challenge in building practical wearable computer systems is the development of output devices to display or transmit information to the human user. Much effort has been devoted to visual displays that are lightweight and have high resolution. Such efforts are warranted since visual displays are still the dominant output devices used by most computing systems. Auditory displays are now becoming the norm of multimedia systems in addition to visual displays. Whereas vision is best suited for perceiving text and graphics, and audition for speech and music, the sense of touch is intimately involved in nonverbal communication. Whether it is a tap on the shoulder to get someone's attention or a firm handshake to convey trust, touch enables us to exchange information directly with people and the environment through physical contact. The skin is the largest organ of our body, yet only a small portion of it (i.e., the hands) is engaged in most human-computer interactions.
构建实用的可穿戴计算机系统的主要挑战是向人类用户显示或传输信息的输出设备的开发。人们在轻量、高分辨率的视觉显示器上投入了大量精力。这样的努力是合理的,因为视觉显示仍然是大多数计算系统使用的主要输出设备。除了视觉显示外,听觉显示正在成为多媒体系统的标准。视觉最适合感知文字和图形,最适合听声音和音乐,而触觉则与非语言交流密切相关。无论是轻拍肩膀以引起别人的注意,还是坚定地握手以表达信任,触摸使我们能够通过身体接触直接与人和环境交换信息。皮肤是我们身体最大的器官,但只有一小部分(即手)参与大多数人机交互。
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引用次数: 59
Efficient data parallel computing on GPUs 高效的gpu数据并行计算
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198774
Cliff Woolley
In this part of the course, we'll look at some tricks and traps for programming the GPU for general purpose computation more effectively. This first part of this section will attempt to get you, the CPU programmer, to start to think in "GPU terms." There are some mistakes that every beginning GPU programmer (even those who are experienced CPU programmers) seem to make; those are the things I'm aiming to address in this part of the talk. After this introduction to "GPU thinking," Aaron and Ian will delve into more details about exactly how you can sculpt your algorithms so that they make the best use of what the GPU has to offer.
在本课程的这一部分中,我们将了解一些技巧和陷阱,以便更有效地为通用计算编程GPU。本节的第一部分将尝试让您(CPU程序员)开始用“GPU术语”思考问题。每个新手GPU程序员(甚至是那些经验丰富的CPU程序员)都会犯一些错误;这些都是我在这部分演讲中要讲的内容。在介绍“GPU思维”之后,Aaron和Ian将深入研究有关如何雕刻算法的更多细节,以便他们充分利用GPU所提供的功能。
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引用次数: 0
The RTRT core RTRT核心
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198744
I. Wald
The overall design decisions of the RTRT/OpenRT framework are described in detail in [Wald04]. To summarize the most important points, we have chosen to only support triangles, to exploit SIMD extensions in a data-parallel way, to optimize for memory and caches, and to use BSP trees as an acceleration structure. In this chapter, we are now going to discuss the actual algorithms and implementation of these topics in more detail.
RTRT/OpenRT框架的总体设计决策在[Wald04]中有详细描述。总结一下最重要的几点,我们选择只支持三角形,以数据并行的方式利用SIMD扩展,优化内存和缓存,并使用BSP树作为加速结构。在本章中,我们将更详细地讨论这些主题的实际算法和实现。
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引用次数: 2
Rendering massive models 渲染大量模型
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198755
P. Slusallek, P. Shirley, W. Mark, Gordon Stoll, I. Wald
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引用次数: 0
Glift: an abstraction for generic, efficient GPU data structures Glift:通用的、高效的GPU数据结构的抽象
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198777
A. Lefohn
Recent work in shading languages and programming models for graphics hardware has given graphics processor (GPU) programmers effective abstractions for expressing computation. However, no comparable abstraction properly expresses the equally important task of data storage and access. This paper presents programmable address translation as a powerful abstraction for defining complex, point-indexable GPU data structures. This abstraction enables GPU programmers to separate algorithm and data structure definitions, greatly simplifying algorithmic development and enabling reusable and interchangeable data structures. We characterize a large body of previously published GPU data structures in terms of our abstraction and define the basic operations that these high-performance structures must support. We also present Glift, a generic template library implementation of the abstraction. We demonstrate the use of Glift in simple examples, and describe two applications not previously possible on GPUs due to the complexity of the required data structures: adaptive shadow maps and octree 3D textures. Lastly, we show that our example Glift data structures perform comparably to or better than handwritten implementations while requiring only a fraction of the programming effort. CR Categories: I.3.1 [Computer Graphics]: Methodology and Techniques—Graphics data structures and data types; I.3.1 [Computer Graphics]: Hardware Architecture—Graphics processors
最近在着色语言和图形硬件编程模型方面的工作为图形处理器(GPU)程序员提供了表达计算的有效抽象。然而,没有一个类似的抽象能恰当地表达数据存储和访问这两个同等重要的任务。本文将可编程地址转换作为一种强大的抽象,用于定义复杂的、点可索引的GPU数据结构。这种抽象使GPU程序员能够分离算法和数据结构定义,极大地简化了算法开发,并支持可重用和可互换的数据结构。根据我们的抽象,我们描述了大量先前发布的GPU数据结构,并定义了这些高性能结构必须支持的基本操作。我们还介绍了Glift,一个实现抽象的通用模板库。我们在简单的例子中演示了Glift的使用,并描述了由于所需数据结构的复杂性而无法在gpu上实现的两个应用程序:自适应阴影映射和八叉树3D纹理。最后,我们展示了示例Glift数据结构的性能与手写实现相当,甚至更好,而只需要一小部分编程工作。CR类别:I.3.1[计算机图形学]:方法论和技术-图形数据结构和数据类型;I.3.1[计算机图形学]:硬件体系结构-图形处理器
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引用次数: 13
Session details: Introduction to articulated rigid body dynamics 会议细节:关节刚体动力学介绍
Pub Date : 2005-07-31 DOI: 10.1145/3245696
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引用次数: 0
Introduction to 3-DoF haptic rendering 介绍3-DoF触觉渲染
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198622
M. Lin
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引用次数: 0
Session details: Visualizing quaternions 会话细节:可视化四元数
Pub Date : 2005-07-31 DOI: 10.1145/3245720
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引用次数: 0
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