反话
发表于 2025-3-23 13:45:19
A History of Mechanical Engineeringimpler implementation and can be integrated much more easily by other applications. We can compute inter-object and intra-object collisions of rigid and deformable objects consisting of many tens of thousands of triangles in a few milliseconds on a modern computer. We have evaluated its performance
商议
发表于 2025-3-23 15:45:40
https://doi.org/10.1007/978-1-349-16645-9rticle method, as well as an algorithm for parallel implementation on the GPU using NVIDIA’s CUDA framework. The method is verified through testing with a range of material parameters within the provided elastic solid framework. Employing CUDA for calculations is found to dramatically increase the c
Pert敏捷
发表于 2025-3-23 20:34:26
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女歌星
发表于 2025-3-23 23:37:18
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Abrupt
发表于 2025-3-24 05:25:07
A History of Organizational Changempare the performance in terms of response time, throughput and speed-ups between CPU and GPGPU implementations. The performance benchmarks demonstrated that our algorithm achieves up to 25× and 6× performance in terms of speed-up on Tesla K20c GPU card when compared to a single and multicore CPU im
itinerary
发表于 2025-3-24 10:18:55
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柳树;枯黄
发表于 2025-3-24 13:34:01
Real-Time Deformation of Constrained Meshes Using GPU,ing to perform real-time manipulation on such meshes, because all constraints need to be respected during the deformation while the shape quality needs to be maintained. This usually leads to nonlinear constrained optimization problems, which are challenging to solve in real time. In this chapter, w
兵团
发表于 2025-3-24 16:34:15
GPU-Based Real-Time Volume Interaction for Scientific Visualization Education,es at Beijing Normal University. VisEdu provides real-time visualization and interaction of midsize CT datasets at interactive frame rates via CUDA-based volume rendering. We describe various rendering methods through plane, superquadric, and virtual lenses tools which offer different views of the s
uveitis
发表于 2025-3-24 19:14:11
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jet-lag
发表于 2025-3-25 00:26:47
Adaptive NURBS Tessellation on GPU,m NURBS to rational Bézier patches, and gap-free tessellation of rational Bézier patches. All the computations are performed on GPU. The main contributions of the chapter lie in two aspects: (1) we improve Zheng and Sederberg’s tessellation interval estimation for rational curves and surfaces to giv