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EBookClubs

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Book High Performance Visualization

Download or read book High Performance Visualization written by E. Wes Bethel and published by CRC Press. This book was released on 2012-10-25 with total page 514 pages. Available in PDF, EPUB and Kindle. Book excerpt: Visualization and analysis tools, techniques, and algorithms have undergone a rapid evolution in recent decades to accommodate explosive growth in data size and complexity and to exploit emerging multi- and many-core computational platforms. High Performance Visualization: Enabling Extreme-Scale Scientific Insight focuses on the subset of scientifi

Book Topological Methods in Data Analysis and Visualization III

Download or read book Topological Methods in Data Analysis and Visualization III written by Peer-Timo Bremer and published by Springer Science & Business. This book was released on 2014-04-22 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of peer-reviewed conference papers provides comprehensive coverage of cutting-edge research in topological approaches to data analysis and visualization. It encompasses the full range of new algorithms and insights, including fast homology computation, comparative analysis of simplification techniques, and key applications in materials and medical science. The volume also features material on core research challenges such as the representation of large and complex datasets and integrating numerical methods with robust combinatorial algorithms. Reflecting the focus of the TopoInVis 2013 conference, the contributions evince the progress currently being made on finding experimental solutions to open problems in the sector. They provide an inclusive snapshot of state-of-the-art research that enables researchers to keep abreast of the latest developments and provides a foundation for future progress. With papers by some of the world’s leading experts in topological techniques, this volume is a major contribution to the literature in a field of growing importance with applications in disciplines that range from engineering to medicine.

Book Delivery and Adoption of Cloud Computing Services in Contemporary Organizations

Download or read book Delivery and Adoption of Cloud Computing Services in Contemporary Organizations written by Chang, Victor and published by IGI Global. This book was released on 2015-03-31 with total page 543 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ubiquity of technology has not only brought the need for computer knowledge to every aspect of the modern business world; it has also increased our need to safely store the data we are now creating at a rate never experienced before. Delivery and Adoption of Cloud Computing Services in Contemporary Organizations brings together the best practices for storing massive amounts of data. Highlighting ways cloud services can work effectively in production and in real time, this book is an essential reference source for professionals and academics of various disciplines, such as computer science, consulting, information technology, information and communication sciences, healthcare, and finance.

Book Ray Tracing Gems

    Book Details:
  • Author : Eric Haines
  • Publisher : Apress
  • Release : 2019-02-25
  • ISBN : 1484244273
  • Pages : 622 pages

Download or read book Ray Tracing Gems written by Eric Haines and published by Apress. This book was released on 2019-02-25 with total page 622 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

Book Realistic Image Synthesis Using Photon Mapping

Download or read book Realistic Image Synthesis Using Photon Mapping written by Henrik Wann Jensen and published by A K Peters/CRC Press. This book was released on 2001-07-18 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Photon mapping, an extension of ray tracing, makes it possible to efficiently simulate global illumination in complex scenes. Photon mapping can simulate caustics (focused light, like shimmering waves at the bottom of a swimming pool), diffuse inter-reflections (e.g., the "bleeding" of colored light from a red wall onto a white floor, giving the floor a reddish tint), and participating media (such as clouds or smoke). This book is a practical guide to photon mapping; it provides the theory and practical insight necessary to implement photon mapping and simulate all types of direct and indirect illumination efficiently.

Book Real Time Rendering

    Book Details:
  • Author : Tomas Akenine-Möller
  • Publisher : CRC Press
  • Release : 2019-01-18
  • ISBN : 1315362007
  • Pages : 1046 pages

Download or read book Real Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Book Real Time Volume Graphics

Download or read book Real Time Volume Graphics written by Klaus Engel and published by CRC Press. This book was released on 2006-07-21 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagr

Book The Shortest Path Problem

    Book Details:
  • Author : Hector Ortega-Arranz
  • Publisher : Morgan & Claypool Publishers
  • Release : 2014-12-01
  • ISBN : 1627055401
  • Pages : 89 pages

Download or read book The Shortest Path Problem written by Hector Ortega-Arranz and published by Morgan & Claypool Publishers. This book was released on 2014-12-01 with total page 89 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many applications in different domains need to calculate the shortest-path between two points in a graph. In this paper we describe this shortest path problem in detail, starting with the classic Dijkstra's algorithm and moving to more advanced solutions that are currently applied to road network routing, including the use of heuristics and precomputation techniques. Since several of these improvements involve subtle changes to the search space, it may be difficult to appreciate their benefits in terms of time or space requirements. To make methods more comprehensive and to facilitate their comparison, this book presents a single case study that serves as a common benchmark. The paper also compares the search spaces explored by the methods described, both from a quantitative and qualitative point of view, and including an analysis of the number of reached and settled nodes by different methods for a particular topology.

Book IBM Power System AC922 Introduction and Technical Overview

Download or read book IBM Power System AC922 Introduction and Technical Overview written by Scott Vetter and published by IBM Redbooks. This book was released on 2018-03-26 with total page 74 pages. Available in PDF, EPUB and Kindle. Book excerpt: This IBM® RedpaperTM publication is a comprehensive guide that covers the IBM Power System AC922 server (8335-GTG and 8335-GTW models). The Power AC922 server is the next generation of the IBM Power processor-based systems, which are designed for deep learning and artificial intelligence (AI), high-performance analytics, and high-performance computing (HPC). This paper introduces the major innovative Power AC922 server features and their relevant functions: Powerful IBM POWER9TM processors that offer 16 cores at 2.6 GHz with 3.09 GHz turbo performance or 20 cores at 2.0 GHz with 2.87 GHz turbo for the 8335-GTG Eighteen cores at 2.98 GHz with 3.26 GHz turbo performance or 22 at 2.78 GHz cores with 3.07 GHz turbo for the 8335-GTW IBM Coherent Accelerator Processor Interface (CAPI) 2.0, IBM OpenCAPITM, and second-generation NVIDIA NVLink technology for exceptional processor-to-accelerator intercommunication Up to six dedicated NVIDIA Tesla V100 GPUs This publication is for professionals who want to acquire a better understanding of IBM Power SystemsTM products and is intended for the following audiences: Clients Sales and marketing professionals Technical support professionals IBM Business Partners Independent software vendors (ISVs) This paper expands the set of IBM Power Systems documentation by providing a desktop reference that offers a detailed technical description of the Power AC922 server. This paper does not replace the current marketing materials and configuration tools. It is intended as an extra source of information that, together with existing sources, can be used to enhance your knowledge of IBM server solutions.

Book Single Instruction Multiple Data Execution

Download or read book Single Instruction Multiple Data Execution written by Christopher J. Hughes and published by Springer Nature. This book was released on 2022-05-31 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: Having hit power limitations to even more aggressive out-of-order execution in processor cores, many architects in the past decade have turned to single-instruction-multiple-data (SIMD) execution to increase single-threaded performance. SIMD execution, or having a single instruction drive execution of an identical operation on multiple data items, was already well established as a technique to efficiently exploit data parallelism. Furthermore, support for it was already included in many commodity processors. However, in the past decade, SIMD execution has seen a dramatic increase in the set of applications using it, which has motivated big improvements in hardware support in mainstream microprocessors. The easiest way to provide a big performance boost to SIMD hardware is to make it wider—i.e., increase the number of data items hardware operates on simultaneously. Indeed, microprocessor vendors have done this. However, as we exploit more data parallelism in applications, certain challenges can negatively impact performance. In particular, conditional execution, non-contiguous memory accesses, and the presence of some dependences across data items are key roadblocks to achieving peak performance with SIMD execution. This book first describes data parallelism, and why it is so common in popular applications. We then describe SIMD execution, and explain where its performance and energy benefits come from compared to other techniques to exploit parallelism. Finally, we describe SIMD hardware support in current commodity microprocessors. This includes both expected design tradeoffs, as well as unexpected ones, as we work to overcome challenges encountered when trying to map real software to SIMD execution.

Book Performance Tuning of Scientific Applications

Download or read book Performance Tuning of Scientific Applications written by David H. Bailey and published by CRC Press. This book was released on 2010-11-23 with total page 395 pages. Available in PDF, EPUB and Kindle. Book excerpt: With contributions from some of the most notable experts in the field, Performance Tuning of Scientific Applications presents current research in performance analysis. The book focuses on the following areas.Performance monitoring: Describes the state of the art in hardware and software tools that are commonly used for monitoring and measuring perf

Book Virtual Reality

    Book Details:
  • Author : National Research Council
  • Publisher : National Academies Press
  • Release : 1995-01-13
  • ISBN : 0309051355
  • Pages : 557 pages

Download or read book Virtual Reality written by National Research Council and published by National Academies Press. This book was released on 1995-01-13 with total page 557 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite widespread interest in virtual reality, research and development efforts in synthetic environments (SE)â€"the field encompassing virtual environments, teleoperation, and hybridsâ€"have remained fragmented. Virtual Reality is the first integrated treatment of the topic, presenting current knowledge along with thought-provoking vignettes about a future where SE is commonplace. This volume discusses all aspects of creating a system that will allow human operators to see, hear, smell, taste, move about, give commands, respond to conditions, and manipulate objects effectively in a real or virtual environment. The committee of computer scientists, engineers, and psychologists on the leading edge of SE development explores the potential applications of SE in the areas of manufacturing, medicine, education, training, scientific visualization, and teleoperation in hazardous environments. The committee also offers recommendations for development of improved SE technology, needed studies of human behavior and evaluation of SE systems, and government policy and infrastructure.

Book Parallel Programming in OpenMP

Download or read book Parallel Programming in OpenMP written by Rohit Chandra and published by Morgan Kaufmann. This book was released on 2001 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Software -- Programming Techniques.

Book Graphics Shaders

    Book Details:
  • Author : Mike Bailey
  • Publisher : CRC Press
  • Release : 2012-05-22
  • ISBN : 1439894116
  • Pages : 416 pages

Download or read book Graphics Shaders written by Mike Bailey and published by CRC Press. This book was released on 2012-05-22 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.

Book Game Engine Architecture

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Book Spatial Augmented Reality

Download or read book Spatial Augmented Reality written by Oliver Bimber and published by CRC Press. This book was released on 2005-08-08 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r

Book Partitioned convolution algorithms for real time auralization

Download or read book Partitioned convolution algorithms for real time auralization written by Frank Wefers and published by Logos Verlag Berlin GmbH. This book was released on 2015-05-11 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This work discusses methods for efficient audio processing with finite impulse response (FIR) filters. Such filters are widely used for high-quality acoustic signal processing, e.g. for headphone or loudspeaker equalization, in binaural synthesis, in spatial sound reproduction techniques and for the auralization of reverberant environments. This work focuses on real-time applications, where the audio processing is subject to minimal delays (latencies). Different fast convolution concepts (transform-based, interpolation-based and number-theoretic), which are used to implement FIR filters efficiently, are examined regarding their applicability in real-time. These fast, elementary techniques can be further improved by the concept of partitioned convolution. This work introduces a classification and a general framework for partitioned convolution algorithms and analyzes the algorithmic classes which are relevant for real-time filtering: Elementary concepts which do not partition the filter impulse response (e.g. regular Overlap-Add and Overlap-Save convolution) and advanced techniques, which partition filters uniformly and non-uniformly. The algorithms are thereby regarded in their analytic complexity, their performance on target hardware, the optimal choice of parameters, assemblies of multiple filters, multi-channel processing and the exchange of filter impulse responses without audible artifacts. Suitable convolution techniques are identified for different types of audio applications, ranging from resource-aware auralizations on mobile devices to extensive room acoustics audio rendering using dedicated multi-processor systems.