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Your search for "what do you do on the dark web 【Visit Sig8.com】9ZP42K8.5R9I" yielded 102665 hits

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Engineers in large-scale software development have to manage large amounts of information, spread across many artifacts. Several researchers have proposed expressing retrieval of trace links among artifacts, i.e. trace recovery, as an Information Retrieval (IR) problem. The objective of this study is to produce a map of work on IR-based trace recovery, with a particular focus on previous evaluatio

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Abstract As custom multicore architectures become more and more common for DSP applications, instruction selection and scheduling for such applications and architectures become important topics. In this paper, we explore the effects of defining the problem of finding an optimal instruction selection and scheduling as a constraint satisfaction problem (CSP). We incorporate methods based on sub-grap

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For triangles with linear vertex motion, common practice is to backface cull a triangle if it is backfacing at both the start and end of the motion. However, this is not conservative. We derive conservative tests that guarantee that a moving triangle is backfacing over an entire time interval and over the area of a lens. In addition, we present tests for the special cases of only motion blur and o

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Light field reconstruction algorithms can substantially decrease the noise in stochastically rendered images. Recent algorithms for defocus blur alone are both fast and accurate. However, motion blur is a considerably more complex type of camera effect, and as a consequence, current algorithms are either slow or too imprecise to use in high quality rendering. We extend previous work on real-time l

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As custom multicore architectures become more and more common for DSP applications, instruction selection and scheduling for such applications and architectures become important topics. In this paper, we explore the effects of defining the problem of finding an optimal instruction selection and scheduling as a constraint satisfaction problem (CSP). We incorporate methods based on sub-graph isomorp

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Computer generated imagery is used in a wide range of disciplines, each with different requirements. As an example, real-time applications such as computer games have completely different restrictions and demands than offline rendering of feature films. A game has to render quickly using only limited resources, yet present visually adequate images. Film and visual effects rendering may not have st

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Hierarchical depth culling is an important optimization, which is present in all modern high performance graphics processors. We present a novel culling algorithm based on a layered depth representation, with a per-sample mask indicating which layer each sample belongs to. Our algorithm is feed forward in nature in contrast to previous work, which rely on a delayed feedback loop. It is simple to i

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This paper presents a new method for representing Light Propagation Volumes using an octree data structure, and for allowing light from regular point light sources to be injected into them. The resulting technique uses full octrees with the help of a separate data structure for representing the octree structure. The octree structure enables light propagation to be performed at a lower resolution t

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Abstract in UndeterminedVideo coding technology in the last 20 yearshas evolved producing a variety of different and com-plex algorithms and coding standards. So far the speci-fication of such standards, and of the algorithms thatbuild them, has been done case by case providingmonolithic textual and reference software specifica-tions in different forms and programming languages.However, very littl

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Traditional efforts in standardizing video coding used to involve a lengthy process that resulted in large monolithic standards and reference codes. This approach has become increasingly ill-suited to the dynamics and the fast changing needs of the video coding community. Most importantly, there used to be no principled approach to leveraging the significant commonalities between the different cod

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A major challenge when designing general purpose graphics hardware is to allow efficient access to texture data. Although different rendering paradigms vary with respect to their data access patterns, there is no flexibility when it comes to data caching provided by the graphics architecture. In this paper we focus on volume ray-casting, and show the benefits of algorithm-aware data caching. Our M

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As custom architectures become more and more common for DSP applications, instruction selection and scheduling for such applications and architectures become important topics. In this paper, we explore the effects of defining the problem of finding an optimal instruction selection and scheduling as a constraint satisfaction problem (CSP). We incorporate methods based on sub-graph isomorphism and g

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Partially premixed combustion (PPC) is a combustion concept with similarities to both Diesel and Homogeneous Charge Compression Ignition (HCCI) combustion. It provides a combustion mode with better controllability than HCCI without increasing the emissions of nitrogen oxides and soot to the level of traditional Diesel engines. The model described in this paper aims to describe the main features of

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Heterogeneous parallel systems are becoming mainstream computing platforms nowadays. One of the main challenges the development community is currently facing is how to fully exploit the available computational power when porting existing programs or developing new ones with available techniques. In this direction, several design space exploration methods have been presented and extensively adopted

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This paper assumes the availability of a very fast higher-dimensional rasterizer in future graphics processors. Working in up to five dimensions, i.e., adding time and lens parameters, it is well-known that this can be used to render scenes with both motion blur and depth of field. Our hypothesis is that such a rasterizer can also be used as a flexible tool for other, less conventional, usage area

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Many combinatorial optimization problems lend themselves to be modeled as distributed constraint optimization problems (DisCOP). Problems such as job shop scheduling have an intuitive matching between agents and machines. In distributed constraint problems, agents control variables and are connected via constraints. We have equipped these agents with a full constraint solver. This makes it possibl