Rigel: an architecture and scalable programming interface for a 1000-core accelerator
Proceedings of the 36th annual international symposium on Computer architecture
T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
IEEE/ACM Transactions on Computational Biology and Bioinformatics (TCBB)
Evaluating the acceleration of typical scientific problems on the GPU
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
Accelerating a hydrological uncertainty ensemble model using graphics processing units (GPUs)
Computers & Geosciences
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A gamer wanders through a virtual world rendered in near- cinematic detail. Seconds later, the screen fills with a 3D explosion, the result of unseen enemies hiding in physically accurate shadows. Disappointed, the user exits the game and returns to a computer desktop that exhibits the stylish 3D look-and-feel of a modern window manager. Both of these visual experiences require hundreds of gigaflops of computing performance, a demand met by the GPU (graphics processing unit) present in every consumer PC.