Zobrazeno 1 - 10
of 65
pro vyhledávání: '"Volkert, Jens"'
Debugging parallel and distributed programs is a difficult activitiy due to the multiplicity of sequential bugs, the existence of malign effects like race conditions and deadlocks, and the huge amounts of data that have to be processed. These problem
Externí odkaz:
http://arxiv.org/abs/cs/0012012
Autor:
Tao, Jie, Bode, Arndt, Knüpfer, Andreas, Kranzlmüller, Dieter, Volkert, Jens, Wismüller, Roland
Publikováno v:
In Future Generation Computer Systems 2010 26(1):135-137
Publikováno v:
In Future Generation Computer Systems July 2003 19(5):689-700
Autor:
Tao, Jie, Bode, Arndt, Klausecker, Christof, Knüpfer, Andreas, Kranzlm̈uller, Dieter, Volkert, Jens, Wismüller, Roland
Publikováno v:
In Procedia Computer Science 2011 4:2047-2048
Autor:
Klausecker, Christof, Bode, Arndt, Knüpfer, Andreas, Kranzlmüller, Dieter, Tao, Jie, Volkert, Jens, Wismüller, Roland
Publikováno v:
In Procedia Computer Science May 2010 1(1):2105-2105
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which focuses on allowing the execution of a large number of operations in parallel. The individual vertex removal operations are designed to be applied wi
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::cd87e94bf0990df6e87ed93fa06e39f9
http://hdl.handle.net/11025/29687
http://hdl.handle.net/11025/29687
Highly detailed models are a requirement for many applications in computer graphics. The necessary level of detail, however, may vary depending on the application. To provide a tradeoff, mesh simplification is used to generate approximations of a mod
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::1767fc1216a8ddc51a0fd65d1503ef9e
http://hdl.handle.net/11025/29352
http://hdl.handle.net/11025/29352
Publikováno v:
Mathematical & Engineering Methods in Computer Science: 10th International Doctoral Workshop, MEMICS 2015, Telc, Czech Republic, October 23-25, 2015, Revised Selected Papers; 2016, p107-118, 12p
Rendering realistic cloud images is a challenging computational intensive task. The high computational demand makes physics-based on-the-fly rendering impossible for real-time applications on low-cost workstations. We present an approach to overcome
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::a107a2170e1f7d322946597d6421bc1d
http://hdl.handle.net/11025/6034
http://hdl.handle.net/11025/6034