Fast computation of generalized Voronoi diagrams using graphics hardware
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive multi-pass programmable shading
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A real-time procedural shading system for programmable graphics hardware
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Physically-based visual simulation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Fast matrix multiplies using graphics hardware
Proceedings of the 2001 ACM/IEEE conference on Supercomputing
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
General Calculations using Graphics Hardware with Applications to Interactive Caustics
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Using modern graphics architectures for general-purpose computing: a framework and analysis
Proceedings of the 35th annual ACM/IEEE international symposium on Microarchitecture
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Linear algebra operators for GPU implementation of numerical algorithms
ACM SIGGRAPH 2003 Papers
Ray tracing on a stream processor
Ray tracing on a stream processor
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Modern Graphics Processing Units (GPUs) commonly found in today's PCs feature multiple processing units and can be used for general purpose computations and in particular, parallel numerical algorithms. But the available level of abstraction is still very low. Typically, GPU programs are written in assembly language. In this paper, the architecture which is still tightly coupled to the rasterisation algorithm that GPUs are originally meant to implement, and some of the algorithms efficiently implemented on GPUs so far, will be presented. The strengths and weaknesses of GPUs and approaches towards the goal of an easily programmable GPU are presented.