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pro vyhledávání: '"Jeremy Sugerman"'
Publikováno v:
ACM Transactions on Computer Systems. 30:1-51
This article describes the historical context, technical challenges, and main implementation techniques used by VMware Workstation to bring virtualization to the x86 architecture in 1999. Although virtual machine monitors (VMMs) had been around for d
Autor:
Jeremy Sugerman, Micah Dowty
Publikováno v:
Workshop on I/O Virtualization
Modern graphics co-processors (GPUs) can produce high fidelity images several orders of magnitude faster than general purpose CPUs, and this performance expectation is rapidly becoming ubiquitous in personal computers. Despite this, GPU virtualizatio
Publikováno v:
ACM Transactions on Graphics. 28:1-11
We introduce GRAMPS, a programming model that generalizes concepts from modern real-time graphics pipelines by exposing a model of execution containing both fixed-function and application-programmable processing stages that exchange data via queues.
Autor:
Larry D. Seiler, Robert Dale Cavin, Michael Abrash, Pat Hanrahan, Eric Sprangle, Edward T. Grochowski, Roger Espasa, Stephen Junkins, Jeremy Sugerman, Toni Juan, Pradeep Dubey, Adam T. Lake, Douglas M. Carmean, Tom Forsyth
Publikováno v:
ACM Transactions on Graphics. 27:1-15
This paper presents a many-core visual computing architecture code named Larrabee, a new software rendering pipeline, a manycore programming model, and performance analysis for several applications. Larrabee uses multiple in-order x86 CPU cores that
Autor:
Tim Foley, Ian Buck, Pat Hanrahan, Kayvon Fatahalian, Daniel Reiter Horn, Jeremy Sugerman, Mike Houston
Publikováno v:
ACM Transactions on Graphics. 23:777-786
In this paper, we present Brook for GPUs, a system for general-purpose computation on programmable graphics hardware. Brook extends C to include simple data-parallel constructs, enabling the use of the GPU as a streaming co-processor. We present a co
Publikováno v:
PACT
Scheduling pipeline-parallel programs, defined as a graph of stages that communicate explicitly through queues, is challenging. When the application is regular and the underlying architecture can guarantee predictable execution times, several techniq
Publikováno v:
SI3D
Over the past few years, the powerful computation rates and high memory bandwidth of GPUs have attracted efforts to run raytracing on GPUs. Our work extends Foley et al.'s GPU k-d tree research. We port their kd-restart algorithm from multi-pass, usi
Autor:
Jeremy Sugerman, Tim Foley
Publikováno v:
Graphics Hardware
Modern graphics hardware architectures excel at compute-intensive tasks such as ray-triangle intersection, making them attractive target platforms for raytracing. To date, most GPU-based raytracers have relied upon uniform grid acceleration structure
Publikováno v:
Graphics Hardware
Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly parallel computations with little reuse of input data, has been widely