Mark Joselli, Cristina Nader Vasconcelos, Esteban Clua
Multi-thread architectures are the current trends for both PCs (multi-core CPUs and GPUs) and game consoles such as the Microsoft Xbox 360 and Sony Playstation 3. GPUs (Graphics Processing Units) have evolved into extremely powerful and flexible processors, allowing its use for processing different data. This advantage can be used in game development to optimize […]
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Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann
Volumetric light scattering is a complex phenomenon that is difficult to simulate in real time as light can be scattered towards the camera from everywhere in space. By assuming a single-scattering model, we can transform the usually-employed ray-marching into an efficient ray-independent texture filtering process. Our algorithm builds upon a rectified shadow map as input […]
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A.O Adeyemi-Ejeye, S.D Walker
Ultra-High definition video streaming has been explored in recent years. Most recently the possibility of 4kUHD video streaming over wireless 802.11n was presented, using pre-encoded video. Live encoding for streaming using x264 has proven to be very slow. The use of parallel encoding has been explored to speed up the process using CUDA. However there […]
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Eamonn Killian
The purpose of this coffee shop read is to attempt to highlight the criticality of videogames as a component of the "Convergence" of some amazing technologies (in particular: Cloud, Gaming/MMOG, Gamification and BigData) that is clear to many inside the IT world. I am not a deep technical "guru" I am a businessman that seeks […]
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Liordino dos S. Rocha Neto, Filipe Deo Guimaraes, Antonio L. Apolinario Jr., Vinicius M. Mello
A non-photorealistic rendering style is constantly chosen in games to emphasize the fantasy of the story. In this scenario, the presence of natural elements such as water is common. Simulation and rendering of water in 3D worlds still presents some technical challenges though. This paper describes an approach to render cartoon style water in real […]
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Marcelo Zamith, Luis Valente, Mark Joselli, Jose Silva Junior, Esteban Clua, Bruno Feijo
The availability of multicore CPUs and programmable GPUs have risen the provision of processing power for applications. In case of games, this means increased scene realism and more sophisticated artificial intelligence and physics simulations, for example. However, using more power raises energy consumption and system temperature. Therefore, energy consumption and thermal management are research fields […]
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Alexey Boreskov, Evgeniy Shikin
Computer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. It gives students a firm foundation in today’s high-performance graphics. UP-TO-DATE TECHNIQUES, ALGORITHMS, AND API: The book includes mathematical background on vectors and matrices as well […]
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Zhou Zhao, Kai Hwang, Jose Villeta
Cloud gaming provides game-on-demand (GoD) services over the Internet cloud. The goal is to achieve faster response time and higher QoS. The video game is rendered remotely on the game cloud and decoded on thin client devices such as tablet computer or smartphone. We design a game cloud with a virtualized cluster of CPU/GPU servers […]
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J. Bikker
This thesis describes efficient rendering algorithms based on ray tracing, and the application of these algorithms to real-time games. Compared to rasterizationbased approaches, rendering based on ray tracing allows elegant and correct simulation of important global effects, such as shadows, reflections and refractions. The price for these benefits is performance: ray tracing is compute-intensive. This […]
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Jaako Astola, Michitaka Kameyama, Martin Lukac, Radomir S. Stankovic (eds.)
After the opening of the graphics processing unit (GPU) for general purpose computations, an entirely new computing model has emerged providing a temporary break in the endless race for even faster and more powerful computing methods and devices. Since it originated in hardware primarily intended to implement highly demanding computations in computer graphics essentially based […]
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Safraz Rampersaud, Lena Mashayekhy, Daniel Grosu
Computing Nash equilibria is a very important problem in strategic analysis of markets, conflicts and resource allocation. Unfortunately, computing these equilibria even for moderately sized games is computationally expensive. To obtain faster execution times it is essential to exploit the available parallelism offered by the currently available massively parallel architectures. To address this issue, we […]
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Kamil Marek Rocki
Monte Carlo Tree Search (MCTS) is a method for making optimal decisions in artificial intelligence (AI) problems, typically for move planning in combinatorial games. It combines the generality of random simulation with the precision of tree search. Research interest in MCTS has risen sharply due to its spectacular success with computer Go and its potential […]
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Free GPU computing nodes at

Registered users can now run their OpenCL application at We provide 1 minute of computer time per each run on two nodes with two AMD and one nVidia graphics processing units, correspondingly. There are no restrictions on the number of starts.

The platforms are

Node 1
  • GPU device 0: AMD/ATI Radeon HD 5870 2GB, 850MHz
  • GPU device 1: AMD/ATI Radeon HD 6970 2GB, 880MHz
  • CPU: AMD Phenom II X6 @ 2.8GHz 1055T
  • RAM: 12GB
  • OS: OpenSUSE 11.4
  • SDK: AMD APP SDK 2.8
Node 2
  • GPU device 0: AMD/ATI Radeon HD 7970 3GB, 1000MHz
  • GPU device 1: nVidia GeForce GTX 560 Ti 2GB, 822MHz
  • CPU: Intel Core i7-2600 @ 3.4GHz
  • RAM: 16GB
  • OS: OpenSUSE 12.2
  • SDK: nVidia CUDA Toolkit 5.0.35, AMD APP SDK 2.8

Completed OpenCL project should be uploaded via User dashboard (see instructions and example there), compilation and execution terminal output logs will be provided to the user.

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