27-Issue 1Regular Issuehttps://diglib.eg.org:443/handle/10.2312/1342024-03-28T21:08:58Z2024-03-28T21:08:58ZCGForum 2008 Cover ImageMezger, JohannesThomaszewski, BernhardPabst, SimonStrasser, Wolfganghttps://diglib.eg.org:443/handle/10.2312/CGF.v27i1pp152-1532017-03-16T15:04:52Z2008-01-01T00:00:00ZCGForum 2008 Cover Image
Mezger, Johannes; Thomaszewski, Bernhard; Pabst, Simon; Strasser, Wolfgang
2008-01-01T00:00:00ZTable of Contents, Coverhttps://diglib.eg.org:443/handle/10.2312/CGF.cgf_v27_i1_ofc2024-01-17T15:59:03Z2008-01-01T00:00:00ZTable of Contents, Cover
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2008-01-01T00:00:00ZDistributed Texture Memory in a Multi-GPU EnvironmentMoerschell, AdamOwens, John D.https://diglib.eg.org:443/handle/10.2312/CGF.v27i1pp130-1512017-03-16T15:04:50Z2008-01-01T00:00:00ZDistributed Texture Memory in a Multi-GPU Environment
Moerschell, Adam; Owens, John D.
In this work, we demonstrate a system that allows texture memory on multiple graphics processing unit (GPUs) to be virtualized in a manner that is both scalable and transparent to the programmer. Our system is built using a directory-based shared-memory abstraction to allow texture memory to be distributed while staying consistent. We use texture pages as our basic memory block and discuss the data structures, threading model, and consistency mechanisms necessary to implement a paging system in a multi-GPU environment. The system is demand-driven, and pages will only be loaded into the texture memory of a GPU that makes a request. The main contribution of this work is the identification of the mechanisms required to implement our abstraction, as well as the discussion of its limitations in order to make it more efficient.
2008-01-01T00:00:00ZA Flexible Kernel for Adaptive Mesh Refinement on GPUBoubekeur, T.Schlick, C.https://diglib.eg.org:443/handle/10.2312/CGF.v27i1pp102-1132017-03-16T15:04:48Z2008-01-01T00:00:00ZA Flexible Kernel for Adaptive Mesh Refinement on GPU
Boubekeur, T.; Schlick, C.
We present a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive refinement patterns, on-the-fly refinement is performed by the GPU, without any preprocessing nor additional topology data structure. The level of adaptive refinement can be controlled by specifying a per-vertex depth-tag, in addition to usual position, normal, color and texture coordinates. This depth-tag is used by the kernel to instanciate the correct refinement pattern, which will map a refined connectivity on the input coarse polygon. Finally, the refined patch produced for each triangle can be displaced by the vertex shader, using any kind of geometric refinement, such as Bezier patch smoothing, scalar valued displacement, procedural geometry synthesis or subdivision surfaces. This refinement engine does neither require multipass rendering nor any use of fragment processing nor special preprocess of the input mesh structure. It can be implemented on any GPU with vertex shading capabilities.
2008-01-01T00:00:00Z