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Semi-uniform Adaptive Patch Tessellation
Semi-uniform Adaptive Patch Tessellation

... The HistoPyramid algorithms are quite efficient on sparse data [DZTSar], which is the case when we extract patches along the silhouette. In other settings, it may be beneficial to use a data parallel programming environment, like Nvidia’s CUDA, instead of the graphics API to build the render queues. ...
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... on massively parallel graphics processors. Due to the use of specialized caching strategies that were originally developed for texture access, it has been shown to be compute rather than bandwidth limited. Especially with recents developments however, not only the raw bandwidth, but also the latency ...
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... During AGP memory initialization, the OS allocates 4K byte pages of AGP memory in main (physical) memory. These pages are usually discontiguous. However, the graphics controller needs contiguous memory. A translation mechanism called the GART (Graphics Address Remapping Table), makes discontiguous m ...
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... • “Hot topic” examples: shadows, level sets, fluids • Keeping computation on-card! ...
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... Because GPUs are so common, Windows Vista, 7, 8 and Mac OS use GPUs to make regular desktop animations smoother and faster  Some computer scientists use GPUs to solve other problems like simulations and DNA sequencing ...
1

GeForce 8 series

The GeForce 8 Series is the eighth generation of NVIDIA's GeForce line of graphics processing units. The third major GPU architecture developed by Nvidia, Tesla (microarchitecture) represents the company's first unified shader architecture.
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