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Computation on Programmable Graphics Hardware
September/October 2005 (vol. 25 no. 5)
pp. 12-15
The quality of simulated effects in video games and VR is limited these days by processing power, not by a lack of algorithms; accurate models of complex physical phenomena such as global illumination and fluid dynamics are well known. However, these algorithms are often complex, placing high demands on memory and computing resources, and CPUs are simply not powerful enough to solve them quickly enough for use in interactive applications. Over the past few years, however, the raw computational power of GPUs has far surpassed that of CPUs. GPUs have therefore emerged as an attractive platform for accelerating both graphics and other algorithms.
1. 12 J. Owens et al., "A Survey of General-Purpose Computation on Graphics Hardware," Proc. Eurographics, 2005, pp. 21-51; http://graphics.idav.ucdavis.edu/publications print_pub?pub_id=844.2. E. Reinhard et al., "Photographic Tone Reproduction for Digital Images," ACM Trans. Graphics, vol. 21, no. 3, 2002, pp. 267-276.3. N. Goodnight et al., "Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware," Proc. 14th Eurographics Workshop Rendering, 2003, pp. 26-37; http://www.cs.virginia.edu/~gfx/pubstonemapGPU /.
Index Terms:
GPU, tone mapping, image processing
Citation:
Nolan Goodnight, Rui Wang, Greg Humphreys, "Computation on Programmable Graphics Hardware," IEEE Computer Graphics and Applications, vol. 25, no. 5, pp. 12-15, Sep./Oct. 2005, doi:10.1109/MCG.2005.101