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1

Sörman, Torbjörn. "Comparison of Technologies for General-Purpose Computing on Graphics Processing Units." Thesis, Linköpings universitet, Informationskodning, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-125882.

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The computational capacity of graphics cards for general-purpose computinghave progressed fast over the last decade. A major reason is computational heavycomputer games, where standard of performance and high quality graphics constantlyrise. Another reason is better suitable technologies for programming thegraphics cards. Combined, the product is high raw performance devices andmeans to access that performance. This thesis investigates some of the currenttechnologies for general-purpose computing on graphics processing units. Technologiesare primarily compared by means of benchmarking performance andsecondarily by factors concerning programming and implementation. The choiceof technology can have a large impact on performance. The benchmark applicationfound the difference in execution time of the fastest technology, CUDA, comparedto the slowest, OpenCL, to be twice a factor of two. The benchmark applicationalso found out that the older technologies, OpenGL and DirectX, are competitivewith CUDA and OpenCL in terms of resulting raw performance.
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Potěšil, Josef. "Akcelerace kryptografie pomocí GPU." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237073.

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The reader will be familiar with selected concepts of cryptography consited in this work. AES algorithm was selected in conjunction with the description of architecture and software for programming graphic cards (CUDA, OpenCL), in order to create its GPU-accelerated version. This thesis tries to map APIs for communication with crypto-coprocessors, which exist in kernels of Linux/BSD operating systems (CryptoAPI, OCF). It examines this support in the cross-platform OpenSSL library. Subsequently, the work discusses the implementation details, achieved results and integration with OpenSSL library. The conclusion suggests how the developed application could be used and briefly suggests its usage directly by the operating system kernel.
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Samuelsson, Mathias. "DANE with OpenSSL : PKIX certificate authentication throughDNS using OpenSSL." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-176749.

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Background X.509 is an ITU standard for a public key infrastructure (PKI), which specifies, among other things, formats for public key certificates, certificate requests, certificate revocation lists and certification path validation algorithm. The X.509 standard was primarily designed to support the X.500 structure. However, today’s use cases centre mostly on the Internet. IETF’s Public-Key  Infrastructure (X.509) working group has adapted the standard to the requirements and structure  of the Internet. RFC 5280 specifies the PKIX Certificate and CRL Profile of the X.509v3 certificate standard. PKIX certificates are used for validating the identity or identities of the communicating parties, and optionally establishing secure keying material for protection  of a message or a communications channel. Authentication and establishment of a secure communications channel on top of TCP with the Transport Layer Security protocol (TLS, RFC 5247) or the Secure Sockets Layer protocol (SSL) is probably the most common application of PKIX on the Internet. The IETF is converging on a standard for integration of X.509 Public Key Infrastructure with DNS and DNSSEC (DANE). In order to reach wide adoption, the concept must be validated through interoperability tests between multiple independent implementations. Results An implementation of the DANE standard has been demonstrated  through an extension to the OpenSSL library. All use cases in the DANE standard has been validated to work as documented in the standard. Conclusions The DANE standard is implementable and reaches the results it sets out to achieve.
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4

Hedström, Mathias. "En jämförelsestudie mellan OpenGL 4.3, OpenGL ES 3.0 och WebGL 1.0." Thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-81114.

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OpenGL is a standard API that is used to manage 3D graphics on desktop computers. Although OpenGL is independent of customized hardware it’s not suitable for all kinds of devices. Therefore both OpenGL ES andWebGL was created. These can be viewed as subsets of OpenGL. This report presents the differences of importance to both developers and users, between OpenGL 4.3, OpenGL ES 3.0 and WebGL 1.0. are the rendering pipeline and the texture handling. As the reader will see, it is mainly the rendering pipeline that affects most of the performance and the graphical processing. The report also drives a discussion of how the various OpenGL groups are related to each other and how a possible future can look like. The evidence indicates that OpenGL will be replaced by OpenGL ES and WebGL.
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Muller, Bjørn Christian. "Implementering av openBIM i kalkulasjonsprosessen." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for bygg, anlegg og transport, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18463.

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Implementering av openBIM i kalkulasjonsprosessen vil åpne for helt andre muligheter i tilnærmingen til et nytt prosjekt. Med det menes at informasjonen tilknyttet en åpen BIM vil bidra til å gi et bedre grunnlag for konseptvalg og alternative løsninger gjennom gode visualiseringsegenskaper i modellen og en høyere informasjonsgrad i en tidligere fase sammenlignet med en tradisjonell 2D-basert kalkulasjonsprosess. OpenBIM baserer seg i hovedsak på de tre ulike og åpne standardene IFC, IFD og IDM. Når man setter de tre aspektene av openBIM i sammenheng omtaler man åpen BIM som å ha et omforent lagringsformat med enighet om terminologi der BIM-modellen kan kobles opp mot veletablerte forretningsprosesser. Åpen BIM vil dermed fungere som en universell tilnærming til samarbeid, realisering og drift av bygninger basert på åpne standarder og god informasjonsutveksling.En openBIM-basert kalkulasjonsprosess består i å integrere objektene og deres tilhørende attributter/informasjon fra prosjektets ulike BIM-modeller inn i entreprenørens kostnadsdatabase som inneholder prisinformasjon til hvert enkelt objekt eller delobjekt. En slik prosess kan deles inn i tre delprosesser som beskriver arbeidet fra entreprenørens mottakelse av en BIM til ferdig utarbeidet kalkyle. De tre prosessene er; organisering av modellen, oppbygning av objektenes resepter og selve kalkulasjonen av kalkylen.Mengdeberegning sees ofte på som det første steget innenfor kalkulasjonsprosessen og i tradisjonelle kalkulasjonsprosesser utgjør mengdeberegning mellom 50-80 prosent av kalkulatørenes tidsbruk. OpenBIM vil tilrettelegge for en tilnærmet automatisk mengdeberegningsprosess, noe som vil frigjøre mye tid og ressurser hos kalkulatørene der de heller kan fokusere på nøyere vurdering av prosjektets konsept og tilhørende alternative løsninger. På bakgrunn av dette er mengdeberegningsprosessen en av de prosessene som har størst potensial til forbedring ved implementering av openBIM. Selv om åpen BIM tillater automatiske mengdeberegninger vil behovet for kalkulatører i en kalkulasjonsprosess aldri endre seg. Deres arbeidsoppgaver, ved å besitte gode kalkulasjonsegenskaper og samtidig ta hånd om og strukturere informasjonen i en BIM, er helt nødvendig for å utvikle et godt anbud. Dagens kalkulasjonspraksis i MajaTeknobygg framstår i dag som en mindre integrert prosess enn den ville gjort ved full utnyttelse av BIM. Calcus tas i bruk i tidligfasen for å få et hurtig kostnadsestimat av prosjektet. Mengdene hentes ut ved hjelp av et 2D-basert mengdeberegningsprogram for så å implementeres inn i ressurskalkyleverktøyet ByggOffice. Prosessene har lite eller ingen integrasjon mellom seg og nå som både ByggOffice og Calcus har fått innført egen BIM-modul med bedre integrasjon seg imellom vil det å se på samhandlingen mellom programvarene være viktig å gjøre for MajaTeknobygg. Fordelene ved å ta i bruk IFC-formatet i kalkulasjonsprosessen vil helt klart være en bedre samspillprosess og en mer komprimert prosjektering der informasjonsflyten på tvers av ulike fag vil fungere på en god måte. I en slik prosess må kalkulatørene etablere leveringskrav til de ulike aktørene under modelleringsprosessen slik at nødvendig modellinformasjon ligger tilgjengelig til riktig tidspunkt. Det må også avklares og bestemmes et system for objektenes rolle i en BIM. Ofte modelleres det objekt i en BIM uten at det videre er avklart om dets plassering og oppbygning er bestemt eller om det kun brukes til visualisering i modellen. Calcus har lenge vært et godt kalkulasjonsverktøy for vurderinger av kostnadsbildet i tidligfasen av et prosjekt. Med programmets nyetablerte BIM-modul for import/eksport av IFC-modeller vil prosjektet fremstå med blant annet større sporbarhet, (delvis) automatisk mengdeberegning og et bedre produkt for konseptvalg med tilhørende alternative løsninger. Kalkulasjonsverktøyet har i dag en god struktur med kontoplan oppbygd etter NS3451 og integrerte prislinjer basert på NS 3420. Ved standardisert bruk av BIM vil Calcus etter hvert få implementert et standard objektbibliotek som blir viktig i en kalkulasjonsprosess med openBIM.
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Belica, Peter. "Knihovna pro zpracování dokumentů OpenXML." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-235493.

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This thesis describes the type of documents named Office Open XML, which are commonly known as OpenXML. Basic properties of these documents as well as their structure are explained. There is also an introduction to other technologies such as DOM and XHTML beacause of their inevitability in realization. Program library is designed to read these documents, build a DOM structure for them and export it as a XHTML file.
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7

Sundholm, Erik. "Distance Fields Acceleratedwith OpenCL." Thesis, Umeå University, Department of Computing Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-34953.

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<p>An important task in any graphical simulation is the collision detection between the objects in the simulation. It is desirable to have a good general method for collision detection with high performance. This thesis describes an implementation of a collision detection method that uses distance fields to detect collisions. This method is quite robust and able to detect collisions between most possible shapes. It is also capable of computing contact data for collisions. A problem with distance fields is that the performance cost for making a distance field is quite extensive. It is therefore customary to have some way of accelerating the computation of the distance field (usually by only computing select parts of the field). The application implemented in this thesis solves this performance problem by using the parallel framework OpenCL for accelerating the construction of the field.OpenCL enables programmers to execute code on the GPU. The GPU is highly data parallel and a huge increase in performance can be obtained by letting the GPU handle the computations associated with the initiation of the field.</p>
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8

Ahlgren, Hannes. "Graph visualization with OpenGL." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-22.

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<p>Vizz3D is a 3D graphics code analysis tool, developed at Växjö University that optionally can use Java3D or OpenGL. However, initially Java3D was the only programming interface used. No other version was considered. Therefore the applications structure was built with the Java3D way of thought in mind. But code visualization with 3D graphics can be a demanding task for the computers processor and its graphics hardware and Java3D is known to be somewhat inefficient. So an OpenGL version was introduced.</p><p>This thesis reflects on the work restructuring the application’s code to fit both versions within Vizz3D in a structured and object-oriented way. The thesis shows the efforts to be taken to make an existing ever evolving tool easily extendible to other API’s. Additional aspects of OpenGL specific implementations are discussed throughout the thesis.</p>
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Hort, Pavel. "Vizualizace molekul pomocí OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236988.

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This thesis considers atom`s attributes, which affects shape of molecules. It describes rules that are basic for molecule creation. This text features basic attributes and rules, which affects the final shape of molecule. Next part of this text explains several ways to display molecule. Following parts of this thesis describes several ways how to store and represent atom and molecules in computer technology along with solution of these problems that are used for this thesis.
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Kitmeridis, Panagiotis. "OpenURL Nutzung im Bereich wissenschaftlicher Recherchen." Saarbrücken VDM, Müller, 2006. http://deposit.d-nb.de/cgi-bin/dokserv?id=2865526&prov=M&dok_var=1&dok_ext=htm.

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Kohout, Jaroslav. "Systém klient-server založený na OpenSSL." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2008. http://www.nusl.cz/ntk/nusl-217511.

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Aim of this diploma thesis is study of possibilities of OpenSSL extension in PHP environment and its implementation in securing client-server system example. This system will be use to store confidential data. Whole system will be exemplar of securing against scale of attacks leads to gain private data.
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12

Fagerlund, Olav Aanes. "Multi-core programming with OpenCL: performance and portability : OpenCL in a memory bound scenario." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11119.

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With the advent of multi-core processors desktop computers have become multiprocessors requiring parallel programming to be utilized efficiently. Efficient and portable parallel programming of future multi-core processors and GPUs is one of today’s most important challenges within computer science. Okuda Laboratory at The University of Tokyo in Japan focuses on solving engineering challenges with parallel machines. A multi-core FEM solver package is under development within this laboratory that utilizes both standard CPUs and GPUs.This student project, given by Department of Computer and Information Science (IDI) at NTNU in cooperation with Okuda Laboratory at The University of Tokyo, seeks to explore the promising path towards more platform independent parallel programming given by the OpenCL library, runtime system and language. And, in doing so, contributing to their FEM solver software CUKr by making it utilize OpenCL.
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Stien, Eirik. "Increasing Identity Governance when using OpenID : Hosting an OpenID Identity Provider on a smartphone." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13806.

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In the area of identity management OpenID is an identity system allowing users to log in to OpenID-enabled web sites by proving ownership of an OpenID Identifier by authenticating with its controlling OpenID Identity Provider. A user can choose to host an OpenID Identity Provider herself or trust in existing third-party providers such as Google. Technical skill is required for the former, leaving it unavailable for the average user.This thesis simplifies the matter by implementing an OpenID Identity Provider as a smartphone application, making use of the traditional server-like features inherent in such devices. New possiblities for authenticating the user arise as she is enabled to physically interact with the OpenID Identity Provider, which in the traditional scheme is performed through the web browser. As a result from these new possiblities, phishing attacks are claimed to be avoided and identity attributes are exempted from being controlled and possibly exploited by any third-party.One of several technical challenges include enabling the smartphone to receive inbound connections as this is required by the OpenID Authentication protocol, but restricted by telecom operators by default. Functionality must be in place to backup identity repositories stored on the smartphone in order not to lose possession of the established OpenID identities if the device becomes lost or damaged. Lastly, focus is given to make the solution easily applicable for even the novice consumer.
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Nilsson, Eric. "Paravirtualizing OpenGL ES in Simics." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3979.

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CONTEXT. Full-system simulators provide benefits to developers in terms of a more rapid development cycle; since development may begin prior to that of next-generation hardware being available. However, there is a distinct lack of graphics virtualization in industry-grade virtual platforms, leading to performance issues that may obfuscate the benefits virtual platforms otherwise have over execution on actual hardware. OBJECTIVES. This dissertation concerns the implementation of graphics acceleration by the means of paravirtualizing OpenGL ES 2.0 in the Simics full-system simulator. Furthermore, this study illustrates the benefits and drawbacks of paravirtualized methodology, in addition to performance analysis and comparison with the Android emulator; which likewise utilize paravirtualization to accelerate simulated graphics. METHODS. In this study, we propose a solution for paravirtualized graphics using Magic Instructions; the implementation of which is subsequently described. Additionally, three benchmarks are devised to stress key points in the developed solution; comprising areas such as inter-system communication latency and bandwidth. Additionally, the solution is evaluated based on computationally intensive applications. RESULTS. For the purpose of this study, elapsed frame times for respective benchmarks are collected and compared with four platforms; i.e. the hardware accelerated Host machine, the paravirtualized Android emulator, the software rasterized Simics- and the paravirtualized Simics platforms. CONCLUSIONS. This thesis establishes paravirtualization as a feasible method to achieve accelerated graphics in virtual platforms. The study shows graphics acceleration of up to 34 times of that of its software rasterized counterparts. Furthermore, the study establishes magic instructions as the primary bottleneck of communication latency in the devised solution. Classification: E.1.1 [Software infrastructure]: Virtual machines; K.6.4 [Graphics systems and interfaces]: Graphics processors; N.1.0 [Companies]: Intel Corporation; Keywords: Paravirtualization; Simics;<br>Arkitekturella simulatorer förser utvecklare med medel till snabbare utvecklingscykler genom att tillåta utveckling av mjukvara för nya plattformar innan dessa finns tillgängliga. Dessvärre finns det få lösningar för GPU-accelerering i moderna virtuella plattformar; vilket leder till prestandaproblem som kan hämma de fördelar som virtuella plattformar har över exekvering på hårdvara. Denna uppsats angår implementering av grafikaccelerering genom paravirtualisering av OpenGL ES 2.0 i systemsimulatorn Simics. Studien sammanfattar fördelar och nackdelar av paravirtualiserade metoder, med hänsyn till prestandaanalys och jämförelse med Android-emulatorn; som också nyttjar paravirtualisering för att accelerera simulerad grafik. Vi föreslår grafikaccelering genom paravirtualisering m.h.a. magiska instruktioner; vars implementation sammanfattas i uppsatsen. Vidare presenteras tre utvärderingsprov vars syfte är att påfresta nyckelpunkter i den paravirtualiserade lösningen, så som systemlatens och bandbredd i kommunikation mellan simulering och den verkliga världen. Lösningen evalueras även baserat på ett prestandakrävande utvärderingstest. För experimentet, som presenteras i denna uppsats, samlas uppdateringsfrekvens för de grafiska utvärderingstesten och jämförs med exekvering på fyra olika plattformar. Dessa plattformar omfattar ett hårdvaruaccelerat referens-system, paravirtualiserad simulering m.h.a. Android-emulator, mjukvarurastrerad Simics-simulering, och paravirtualiserad Simics-simulering. Uppsatsen fastställer paravirtualisering som en god metod för att uppnå grafikaccelering i virtuella plattformar. Studien påvisar prestandaförbättringar motsvarande 34 gånger jämförelsevis med dess mjukvarurastrerade motpart. Vidare presenterar uppsatsen magiska instruktioner som den primära flaskhalsen i den utvecklade lösningen.<br><p>OFFICE eric.nilsson@intel.com +46 8 690 0734 HOME EricNNilsson@gmail.com +46 73 656 4535</p>
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Sundholm, Erik. "Distance Fields Accelerated with OpenCL." Thesis, Umeå universitet, Institutionen för datavetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-34953.

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An important task in any graphical simulation is the collision detection between the objects in the simulation. It is desirable to have a good general method for collision detection with high performance. This thesis describes an implementation of a collision detection method that uses distance fields to detect collisions. This method is quite robust and able to detect collisions between most possible shapes. It is also capable of computing contact data for collisions. A problem with distance fields is that the performance cost for making a distance field is quite extensive. It is therefore customary to have some way of accelerating the computation of the distance field (usually by only computing select parts of the field). The application implemented in this thesis solves this performance problem by using the parallel framework OpenCL for accelerating the construction of the field.OpenCL enables programmers to execute code on the GPU. The GPU is highly data parallel and a huge increase in performance can be obtained by letting the GPU handle the computations associated with the initiation of the field.
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Chornay, Nicholas J. "An OpenGL backend for Halide." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/84881.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 37).<br>High performance image processing requires not only an efficient underlying algorithm but also an implementation tailored to maximally exploit the available hardware resources. In practice, this requires low-level optimization, platform-specific instructions, and, when available, the use of special purpose hardware such as GPU. Halide is a domain-specific programming language targeted at image processing applications. Its programming model decouples an algorithm from the details of its execution, vastly simplifying development and optimization. We present an OpenGL backend for the Halide compiler, which enables Halide programs to run GPU computation on devices that support the OpenGL API. In particular, this paves the way for GPU computation on mobile devices using OpenGL ES. In doing so, we demonstrate how a general image processing framework can be built upon functionality designed for 3D graphics applications.<br>by Nicholas J. Chornay.<br>M.Eng.
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Rogeiro, João Pedro Martins. "Geometry based visualization with OpenCL." Master's thesis, Faculdade de Ciências e Tecnologia, 2011. http://hdl.handle.net/10362/7951.

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Dissertação para obtenção do Grau de Mestre em Engenharia Informática<br>This work targets the design and implementation of an isosurface extraction solution capable of handling large datasets. The Marching Cubes algorithm is the method used to extract the isosurfaces. These are graphical representations of points with a constant value (e.g. matter density) within volumetric datasets. A very useful approach to visualize particular regions of such data. One of the major goals of this work is to get a significant performance improvement, compared to the currently available CPU solutions. The OpenCL framework is used to accelerate the solution. This framework is an open standard for parallel programming of heterogeneous systems recently proposed. Unlike previous programming frameworks for GPUs such as CUDA, with OpenCL the workload can be distributed among CPUs, GPUs, DSPs, and other similar microprocessors.
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Afonso, Mário João da Costa. "Clopencl (opencl para ambiente cluster)." Master's thesis, Instituto Politécnico de Bragança, Escola Superior de Tecnologia e Gestão, 2012. http://hdl.handle.net/10198/8066.

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Nos dias correntes, as pessoas estão cada vez mais familiarizadas com a necessidade de um aumento dos recursos computacionais. Com isto, torna-se evidente a junção de dispositivos, como CPUs e GPUs de fabricantes diferentes, com a finalidade de preencher o mesmo propósito. Este nível de heterogeneidade é trazida pela tecnologia OpenCL. O trabalho aqui desenvolvido abrange o High-Performance Computing e o OpenCL, com o resultado do clOpenCL. O objetivo do clOpenCL é suportar o conjunto de dispositivos OpenCL num ambiente cluster. O clOpenCL foi construído sobre duas vertentes, estando estas inteiramente ligadas ao tipo de tecnologia utilizada no processo de comunicação entre a biblioteca e o daemon. A primeira vertente da API foi construída sobre a tecnologia de comunicação socket TCP/IP e a segunda foi desenvolvida sobre o Open-MX. Ambos os modelos do clOpenCL estão ligados à tecnologia de comunicação e à forma como é suportada a comunicação ao nível de programação. No decorrer do trabalho serão apresentadas todas as caraterísticas integradas pelo clOpenCL e todos os seus recursos abrangidos. Irá também ser analisada a performance obtida para cada vertente do clOpenCL, em termos de utilização de largura de banda e com a leitura e escrita em buffers remotos. In the current days, people are increasingly acquainted with the need for an increase computing resources. It becomes evident the combination of devices such as CPUs and GPUs from different vendors, with the task of fulfill the same purpose. This level of heterogeneity, is brought by OpenCL technology. This work covers the High-Performance Computing and OpenCL, with the result of clOpenCL. The main goal of clOpenCL is to support a set of OpenCL devices in a cluster environment. The clOpenCL was built in two branches, fully connected with the type of technology used in the comunication process, between the library and the daemon. The first version of the API was built on socket TCP/IP communication technology, and the second one was developed on the Open-MX tecnology. Both clOpenCL models are connected to the communication technology and the way that communication is supported at programming level. Throughout this work, we will present all the clOpenCL integrated features and all its covered resources. We will also analyze the performance obtained for each side of clOpenCL in terms of bandwidth usage, through the reading and writing of remote buffers.
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Buček, Antonín. "Demonstrace pokročilých technik využívajících OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235992.

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This thesis demonstrates advanced techniques using OpenGL. The work is conceived as a demo without any size restrictions. It focuses on creating 3D world, which consists of inner rooms complex. Some additional interesting objects, lighting and shadows enrich the rooms. Particle systems, which were used to create explosions, smokes and some other particle effects are described in the thesis, too. 3D machine models fight between themselves using laser beams and form the story of the demo. Important part of the work is a movement model which is applied to both models and avatar. Sound track completes the demo.
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Dokoupil, Martin. "3D projekce fotek v OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237271.

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This document describes implementation of photo slideshow editor. This editor can be used to create dynamic sequences from taken photos. Image taken by camera is projected onto three-dimensional sphere and drawn to screen. Then it is posible to rotate and zoom camera over image. Visual output of this editor makes moving over image more real. If panoramic image is used, user is able to free look around. This document describes method which can translate two-dimensional coordinates to three-dimensional space. Shows how to use transformations for moving camera and methods to implement camera zoom. Contains description of user interface and also mentions extensions that were implemented in editor.
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Buchta, David. "3D herní svět v OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363872.

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Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
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Ingelborn, Marcus. "Rendering av geodata med OpenGL." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-286289.

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Den här studien undersökte om det är lönsamt eller ej att implementera hård-varustöd, med hjälp av OpenGL, för rendering av geografisk data. I detta fall innebar det skapande av kartbilder med tillfälliga föremål positionerade och inritade. Föremålen var under konstant förändring och en bildruta kunde inte antas se likadan ut som nästa. För att besvara på frågan användes en testmiljö hos företaget Saab och den öppna programvaran Geotools. En aktionsforskning genomfördes där en ny ren-deringsmodul till Geotools implementerades. Den nya och den föregående ren-deringsmodulen, från Geotools, testades och deras renderingstider uppmättes. Därefter analyserades mätresultaten och jämfördes med statistiska metoder. Renderingstiden för en bild i den tidigare renderingsmodulen tog i snitt mellan 481 och 495 ms med sannolikhet på 99,9%. Renderingstiden utfördes i snitt med den nya renderingsmodulen på mellan 145 och 150 ms med samma sannolikhet. Inom ett konfidensintervall på 99,9% minskade snittrenderingstiden med mellan 333 och 347 ms för den nyutvecklade modulen med hårdvarustöd.
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Ye, Chunyan. "Extensions to OpenGL for CAGD." [Johnson City, Tenn. : East Tennessee State University], 2003. http://etd-submit.etsu.edu/etd/theses/available/etd-0331103-180909/unrestricted/YeC042403a.pdf.

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Thesis (M.S.)--East Tennessee State University, 2003.<br>Title from electronic submission form. ETSU ETD database URN: etd-0331103-180909. Includes bibliographical references. Also available via Internet at the UMI web site.
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Belgiovine, Mauro. "Accelerare l'algebra lineare con OpenCL." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5079/.

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Fedorko, Matúš. "Simulace tekutin v reálném čase." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234957.

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The primary concern of this work is real-time fluid simulation on modern programmable graphics hardware. It starts by introducing fundamental fluid simulation principles with focus on Smoothed particle hydrodynamics technique. The following discussion then provides a brief introduction to OpenCL as well as contemporary GPU hardware and outlines their programming specifics in comparison with CPUs. Finally, the last two chapters of this work, detail the problem analysis and its implementation.
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Karlsson, Tim. "Implementing Cauchy Reed-Solomon Utilizing OpenCL." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4823.

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In this paper the performance of executing Cauchy Reed-Solomon (CRS) coding on the GPU is evaluated and compared with execution on the CPU. Three different prototypes are developed. One is sequential and developed in C++, the other two are developed utilizing C++ and OpenCL. The measurements are done by comparing the execution time of different data block sizes ranging from 16KB up to 256MB with two different encoding ratios, 9/12 and 10/16. The measurements are done on an Intel CPU with 4 cores with an integrated graphics card and an AMD graphics card. The OpenCL prototypes are executed with three different targets, the CPU, the integrated graphics card and the AMD graphics card. The sequential prototype is executed on the same CPU, but on a single core. The results from the measurements show that the GPU is faster than the CPU on larger data sizes. The highest measured throughput is achieved with the multithreaded CPU prototypes (OpenCL executed on the CPU) for sizes around 1MB.<br>I den här rapporten genomförs prestandatester för exekvering av Cauchy Reed-Solomon (CRS) coding på grafikkortet och jämförs med exekvering på en CPU. Tre olika prototyper har utvecklats. En är sekventiell och utvecklad i C++, de två andra är utvecklade i OpenCL och C++. Testerna genomförs genom tidtagning på olika stora datablock, från 16KB upp till 256MB med olika enkodnings ratios, 9/12 och 10/16. CPU:n som används i testerna är en Intel CPU med 4 kärnor, och grafikkorten som används är det integrerade grafikkortet på CPU:n samt ett grafikkort från AMD. OpenCL prototyperna exekveras med tre olika inställningar, CPU för multitrådat, det integrerade Intel grafikkortet och det dedikerade AMD grafikkortet. Den sekventiella prototypen exekveras på samma CPU, men med en kärna. Resultaten från experimenten visar att grafikkorten är snabbare än CPU:n för större datablock. Den prototyp som fick högst genomströmning av data var den multitrådade CPU prototypen för datablock i storleksordningen 1MB.
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Nordström, Björn, and Vincent Thuning. "Adwall : Visualization of data in OpenGL." Thesis, Karlstads universitet, Avdelningen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-13540.

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This thesis describes the problems and solutions of visualizing data in a real time environment.The implemented system consists of three parts, a view, controller and fetcher. These parts are loosely connected by the Model-View-Controller pattern.The performance aspect of the view will be adressed, as of the real time requirement of the visualization.The topics that the performance aspect leads to are; OpenGL optimizations and the feasiblity of using the interpreted programming language Python for real time rendering. The OpenGL optimization topic examines different rendering techniques; how they are implemented and how they perform.The role of the controller is to synchronize and organize the data over a number of views. This thesis will discuss how this was achieved with the publisher-subscribe pattern.The data source in the implementation of the project is the advertisement website Blocket.se. Blocket.se are also the customer of the system.
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Reichel, Christian. "OpenXL : an adaptable Web Service middleware." kostenfrei, 2007. http://e-collection.ethbib.ethz.ch/view/eth:29756.

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Laivamaa, J. (Juuso). "Reinforcement Q-Learning using OpenAI Gym." Bachelor's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201903151329.

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Abstract. Q-Learning is an off-policy algorithm for reinforcement learning, that can be used to find optimal policies in Markovian domains. This thesis is about how Q-Learning can be applied to a test environment in the OpenAI Gym toolkit. The utility of testing the algorithm on a problem case is to find out how well it performs as well proving the practical utility of the algorithm. This thesis starts off with a general overview of reinforcement learning as well as the Markov decision process, both of which are crucial in understanding the theoretical groundwork that Q-Learning is based on. After that we move on to discussing the Q-Learning technique itself and dissect the algorithm in detail. We also go over OpenAI Gym toolkit and how it can be used to test the algorithm’s functionality. Finally, we introduce the problem case and apply the algorithm to solve it and analyse the results. The reasoning for this thesis is the rise of reinforcement learning and its increasing relevance in the future as technological progress allows for more and more complex and sophisticated applications of machine learning and artificial intelligence.
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Milet, Tomáš. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236545.

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This thesis deals with the creation of the intro with limited size. This work describes methods for reducing the size of the final application. The main part describes methods for generating graphic content and methods for its animation. It deals with creation of textures and geometry. Another part is aimed on the physical simulation of particle and elastic systems.
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Winberg, Andreas, and Lindström Oliver Öhrstam. "Reinforcement Learning Methods for OpenAI Environments." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-293855.

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Using the powerful methods developed in the fieldof reinforcement learning requires an understanding of theadvantages and drawbacks of different methods as well as theeffects of the different adjustable parameters. This paper high-lights the differences in performance and applicability betweenthree different Q-learning methods: Q-table, deep Q-network anddouble deep Q-network where Q refers to the value assigned toa given state-action pair. The performance of these algorithms isevaluated on the two OpenAI gym environments MountainCar-v0 and CartPole-v0. The implementations are done in Pythonusing the Tensorflow toolkit with Keras. The results show thatthe Q-table was the best to use in the Mountain car environmentbecause it was the easiest to implement and was much fasterto compute, but it was also shown that the network methodsrequired far less training data. No significant difference inperformance was found between the deep Q-network and thedouble deep Q-network. In the end, there is a trade-off betweenthe number of episodes required and the computation time foreach episode. The network parameters were also harder to tunesince much more time was needed to compute and visualize theresult.<br>Att använda de kraftfulla metoderna som utvecklats inom området reinforcement learning kräver en förståelse av fördelar och nackdelar mellan olika metoder samt effekterna av de olika justerbara parametrarna. Denna artikel belyser skillnaderna i prestanda och funktionalitet mellan tre olika metoder: Q-table, deep Q-network och double deep Q- network. Prestandan för dessa algoritmer utvärderas i de två OpenAI gym-miljöerna MountainCar-v0 samt Cartpole-v0. Implementeringarna görs i python med hjälp av programvarubiblioteket Tensorflow tillsammans med Keras. Resultaten visar att Q-table var lättast att implementera och tränade snabbast i båda miljöerna. Nätverksmetoderna krävde dock mindre träningsdata även om det tog lång tid att träna på den data som fanns. Inga stora skillnader i prestanda hittades mellan deep Q-network och double deep Q-network. I slutändan kommer det alltid vara en balansgång mellan mängden träningsdata som krävs och tiden det tar att träna på den data som finns.
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Geršl, Jan. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235939.

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The field of this project is size restricted graphic intro. The paper deals with motivation creating such an intro and talks briefly about history. Main focus is put on general description of various principles common in demo development, techiques used achieving the practical assignment are provided with more detailed description.
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Sykala, Filip. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236468.

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Master's Thesis is about the techniques of creating a small executable program with size limited to 64kB. Describes one of the possible ways to use OpenGL for such purposes. With more detail describe the rigid body simulation, creating shaders, dynamic generating of texture and make music in intro scene applications. Presents using of WinApi to create windows, V2 synthetizer for sound and GLSL language for creating shaders. Everything is demonstratively created under Windows.
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Burkot, Martin. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236984.

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This thesis deals with the creation of minimal graphics intro. Intro size is not extending 64kB. The base of the intro is procedurally generated terrain supplemented with procedural vegetation and texture representing clouds. It also has terrain texture and imported 3D models. As background music is music playing.
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Juránková, Markéta. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237151.

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The aim of the master's thesis is to create a graphic intro with the limited size of 64kB. Brief history of a demoscene and the graphics library OpenGL is introduced in the following text. The main part of the work is a description of minimal graphics techniques used in a creative process and their further application in the final programme.
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Hrušovský, Marek. "Akcelerace genetického algoritmu s využitím OpenCL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237246.

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Tato práce se zabývá problematikou urychlování genetických algoritmů a hned v úvodu nastiňuje možnosti využití genetických algoritmů v praxi. V první kapitole je detailně rozebrán princip fungování genetického algoritmu. Tato kapitola se dále zabývá možnostmi zákódování problému, který je použit pro běh genetického algoritmu. Konkrétně je vzpomenuto binární zakódování jedince, celočíselné zakódování jedince, neceločíselné zakódování jedince a permutační zakódování jedince. Pro každý typ zakódování jsou dále představeny genetické operátory mutace, křížení a selekce. Důraz je kladen na permutační genetické operátory OX a PMX. Další kapitola se zabývá možnostmi paralelizace genetického algoritmu. Další kapitola představuje nový standard jménem OpenCL, který umožňuje snadnou paralelizaci výpočtú s využitím různých typů procesorů v ten samý čas. OpenCL taktéž zjednodušuje programování pro grafické karty. Další kapitola navrhuje možnost, jak urychlit výpočet genetického algoritmu s využitím grafické karty a jazyka OpenCL. Pro urychlení byl zvolen permutační genetický algoritmus "problém N-dam", který je náročný na paměť grafické karty. Tato kapitola rozebírá technické specifikace grafické karty, které jsou nevyhnutelné k určení maximální velikosti šachovnice. V kapitole je analyzována správná práce s pamětí grafické karty, která je nevyhnutelná k dosažení urychlení zvoleného genetického algoritmu. Jsou zde taky nastíněny dva generátory náhodných čísel, které jsou součástí testů. Následující kapitola detailně popisuje fungování navržené paralelizace genetického algoritmu. Jsou zde porovnány dvě metody evaluace jedince a je popsán způsob testování a vyhodnocování výsledků. Předposlední kapitola porovnává časovou náročnost generátorů náhodných čísel. Bylo zjištěno, že generátor HybridTaus je o 20 rychlejší o proti generátoru XORshift na GPU. Na CPU byl naopak rychlejší generátor XORshift. Generátor XORshift je na GPU 20 krát rychlejší a generátor HybridTaus je dokonce až 80 krát rychlejší. Dále byly porovnány evaluační funkce. Bylo zjištěno, že GPU běh je 800 krát rychlejší oproti běhu na CPU. Paměťově náročná evaluační metoda byla schopná dosáhnout jenom dvojnásobné zrychlení. Kapitola dále porovnává funkce křížení. PMX dosáhlo zrychlení maximálně o 100 a i to v případech, které nejsou atraktivní pro řešení problému N-dam (N>20). V případe OX je možné dosáhnout zrychlení až o 1100. Také v tomto případě jsou atraktivní hodnoty pouze do 500. Testy, které vyhodnocují běh celého GA, ukázaly, že GPU verze je zhruba dvojnásobně rychlejší. Malé zrychlení bylo způsobeno operátorem selekce a funkcí křížení.
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Šnobl, Pavel. "Překlad OpenCL aplikací pro vestavěné systémy." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255361.

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This master's thesis deals with the support for compilation and execution of programs written using OpenCL framework on embedded systems. OpenCL is a system for programming heterogeneous systems comprising processors, graphic accelerators and other computing devices. But it also finds usage on systems composed of just one computing unit, where it allows to write parallel programs (task and data parallelism) and work with hierarchical system of memories. In this thesis, various available open source OpenCL implementations are compared and one selected is then integrated into LLVM compiler infrastructure. This compiler is generated as a part of toolchain provided by application specific instruction set architecture processor developement environment called Codasip Studio. Designed and implemented are also optimizations for architectures with SIMD instructions and VLIW architectures. The result is tested and demonstrated on a set of testing applications.
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Olexa, Jan. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399181.

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Badalamenti, Bryan M. "OpenCL Based Digital Image Projection Acceleration." University of Dayton / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1438277905.

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Rocha, Andreia Patricia Ferreira da Silva. "OpenSim: um recurso didático no ensino do desenho." Master's thesis, Universidade de Aveiro, 2014. http://hdl.handle.net/10773/14670.

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Mestrado em Ensino de Artes Visuais no 3º Ciclo do Ensino Básico e no Ensino Secundário<br>O relatório que aqui se apresenta é o resultado da investigação desenvolvida no âmbito do mestrado em ensino de artes visuais durante a Prática de Ensino Supervisionada, na disciplina de Desenho A, numa Escola de Ensino Artístico Especializado no Porto. A disciplina de Desenho A, nesta escola, ocupa um papel central, sendo uma disciplina comum a todos os cursos. Face às dificuldades apresentadas nos exercícios diagnósticos realizados pelos alunos no início da investigação e em virtude da presença da escola no mundo virtual OpenSim, estabeleceu-se a utilização desta plataforma como um recurso didático com interesse pedagógico. Tendo por base o enquadramento teórico que o fundamenta, este estudo teve como finalidade analisar e compreender as potencialidades educativas do mundo virtual OpenSim para a compreensão da perspetiva e da sua representação, no âmbito da disciplina de Desenho. A análise dos resultados obtidos indica que a utilização do OpenSim contribuiu positivamente para o processo do ensino e da aprendizagem do desenho.<br>This report is the result of the research conducted for the MA in Education in Visual Arts, under the Drawing A course subject supervised teaching practice, in a school of art education in Porto. In this school, Drawing A is a pivotal subject which is common to all courses. Due to student difficulties in diagnostic exercises at the beginning of research, and since the school had a presence in the OpenSim virtual world, this platform was established as a teaching resource with a pedagogical interest. Set against the theoretical framework underlying it, this study aimed at analysing and understanding the educational potential of the OpenSim virtual world as a means to understand perspective and its representation within the Drawing A course subject. The analysis of the results obtained indicates that the use of OpenSim has contributed positively for the process of teaching and learning how to draw.
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Saffar, Shamshirgar Davoud. "Accelerated Pressure Projection using OpenCL on GPUs." Thesis, KTH, Mekanik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-102771.

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A GPU version of the pressure projection solver using OpenCL is implemented. Then it has been compared with CPU version which is accelerated with OpenMP. The GPU version shows a sensible reduction in time despite using a simple algorithm in the kernel. The nal code is plugged into a commercial uid simulator software. Dierent kinds of algorithms and data transfer methods have been investigated. Overlapping the computation and communication showed a more than 3 times speed-up versus the serial communication-computation pattern. Finally we exploit methods for partitioning data and writing kernels to use many of the bene ts of computation on a heterogeneous system. We ran all the simulations on a machine with an Intel core i7-2600 cpu and 16 GB main memory coupled with a GeForce GTX 560 Ti graphic processing unit on a windows OS.
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Kalay, Harshal A. "Parallelization of lane detection algorithm using OpenCL." Thesis, California State University, Long Beach, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1603755.

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<p> In this thesis we explore and experiment on using OpenCL for the parallelization of an important computer vision problem of lane detection. Lane detection aims at identifying lane markings on a road and has applications in autonomous vehicles as well as for providing guidance to the drivers. The parallelization is implemented using OpenCL on Graphics Processing Units (GPUs) as well as on multi-core CPU, both these platforms are supported by OpenCL library for parallel programming. </p><p> Our study aims at finding an effective way to parallelize the lane detection using OpenCL through experimentations. Lane detection involves use of image processing algorithms and computer vision techniques, which are both often parallelizable and may benefit greatly by using OpenCL. With our hardware configuration, we are able to achieve eight, four and six times the speedup on multi-core CPU, PCIe based GPU and CPU integrated GPU systems respectively, when compared to sequential C++ program.</p>
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Lagarto, Jorge Miguel Raposeira. "Acceleration of physics simulation engine through OpenCL." Master's thesis, Faculdade de Ciências e Tecnologia, 2011. http://hdl.handle.net/10362/6044.

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Dissertação para obtenção do Grau de Mestre em Engenharia Informática<br>Nowadays, physics simulation is a relevant topic in several domains, from scientific areas like medicine to entertainment purposes such as movie’s effects, computer animation and games. To make easier the production of faster simulations, developers are using physics engines because they provide a variety of features like rigid and deformable body simulation, fluids dynamics and collision detection. Computer game and film industries use increasingly more physics engines in order to introduce realism in their products. In these areas, speed is more important than accuracy and efforts have been made to achieve high performance simulations. Besides faster physical simulation algorithms, GPUs’ performance improvement in the past few years have lead developers to transfers heavy calculation work to these devices instead of doing it in the Central Processing Unit (CPU). Some engines already provide GPU implementations of several key features, particularly on rigid body collision detection. In this work we want to accelerate a feature present in most of the current physics engines: cloth simulation. Since collision detection is one of the major bottlenecks in this kind of simulation,we will focus specifically in improving this phase. To achieve a considerably speed-up we plan to exploit the massive parallelism of the Graphics Processing Unit (GPU) by designing an efficient algorithm using the Open Computing Language (OpenCL) framework. Finally,a study will be made to compare the performance of a sequential CPU approach against the parallel GPU proposed solution.
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Hrubý, Michal. "Využití grafického procesoru jako akcelerátoru - technologie OpenCL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236932.

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This work deals with the OpenCL technology and its use for the task of object detection. The introduction is devoted to description of OpenCL fundamentals, as well as basic theory of object detection. Next chapter of the work is analysis, with design proposal which takes into consideration the possibilities of OpenCL. Further, there's description of implementation of detection application and experimental evaluation of detector's performance. The last chapter summarizes the achieved results.
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Неня, Віктор Григорович, Виктор Григорьевич Неня, Viktor Hryhorovych Nenia та И. С. Соседов. "Моделирование составных поверхностей с помощью библиотеки OpenGL". Thesis, Издательство СумГУ, 2004. http://essuir.sumdu.edu.ua/handle/123456789/23409.

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Bajcar, Martin. "Použití OpenCl v AVG na platformě Windows." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236431.

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The main topic of this thesis is the practical use of OpenCL at AVG company. AVG is looking for ways to decrease hardware requirement of their security product and also to decrease computation time of some algorithms. Using OpenCL is one way to achieve this requirement. Significant part of this thesis deals with optimization strategies for AMD and NVIDIA graphics cards as they are most common cards among users. Practical part of the thesis describes parallelization of two algorithms, their analysis and implementation. After that, the obtained results are presented and cases in which the use of OpenCL is beneficial are identified. As a part of implementation, library containing various utility functions which can aid programmers to implement OpenCL based code was developed.
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Urminský, Andrej. "Akcelerace mikroskopické simulace dopravy za použití OpenCL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237011.

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As the number of vehicles on our roads increases, the problems related to this phenomenon emerge more dramatically. These problems include car accidents, congestions and CO2 emissions production, increasing CO2 concentrations in the atmosphere. In order to minimize these impacts and to use the road infrastructure eff ectively, the use of traffic simulators can come in handy. Thanks to these tools, it is possible to evaluate the evolution of a traffic flow with various initial states of the simulation and thus know what to do and how to react in different states of the real-world traffic situations. This thesis deals with acceleration of microscopic urban traffic simulation using OpenCL. Supposing it is necessary to simulate a large network traffic, the need to accelerate the simulation is necessary. For this purpose, it is possible, for example, to use the graphics processing units (GPUs) and the technique of GPGPU for general purpose computations, which is used in this work. The results show that the performance gains of GPUs are significant compared to a parallel implementation on CPU.
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Weiße, Carsten, and Rene Stöckel. "Quake II meets Java." Universitätsbibliothek Chemnitz, 2005. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200500863.

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Antonini, Edoardo. "Testing automatico per una implementazione dello standard OpenGL." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16754/.

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In questi anni gli avanzamenti della tecnologia hanno portato ad un enorme diffusione dei dispositivi connessi alla rete, generando un incredibile aumento del traffico e dei dati. Il solo poter gestire ed analizzare questi dati può risultare molto remunerativo per un'azienda, ma costruire in-house questo genere di servizi è estremamente costoso e difficile. Questo ed altri motivi hanno portato alla nascita del cloud computing, un modello per la condivisione on-demand di risorse computazionali. Tra i principali cloud provider va citato Amazon Web Services, uno dei leader di questo mercato e che di recente ha sviluppato una particolare tecnologia, Amazon Elastic GPUs. Questo progetto permette di collegare, in modo elastico, potenza grafica ad un'istanza che ne sarebbe sprovvista, in modo che l'utente possa scegliere la configurazione a lui più adatta e ottimizzare i costi. Un servizio così complesso ha bisogno di essere testato in modo estensivo, soprattutto durante la manutenzione, quando bisogna verificare che le modifiche non danneggino il comportamento originale del servizio. Per fare ciò è necessario utilizzare le corrette tecniche di testing per evitare di impiegare troppe risorse. Al giorno d'oggi si stanno diffondendo varie metodologie di verifica del software, molte delle quali hanno come loro punto forte la possibilità di automatizzare, escludendo quasi completamente dal processo l'essere umano. Nel mio progetto di tesi ho cercato di utilizzare queste metodologie per migliorare il grado di automazione di un'implementazione di OpenGL come Elastic GPUs, cercando anche di rendere i test più veloci possibile e ponendo particolare enfasi sull'espressività in caso di fallimento. Tutto ciò al fine di individuare eventuali errori in modo molto rapido e semplice.
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Slattery, Christopher P. "Analysis of rough surface lighting behaviors with OpenGL." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA397351.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, Sept. 2001.<br>Thesis advisor(s): Baer, Wolfgang. "September 2001." Includes bibliographical references (p. 77). Also available in print.
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