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IEEECGIV
2005
IEEE
16 years 8 days ago
A Practical Implementation of a 3-D Game Engine
Creating a 3-D game engine is not a trivial task as gamers often demand for high quality output with top notch performance in games. In this paper, we show you how various real-ti...
Thomas C. S. Cheah, Kok-Why Ng
IEEEPACT
2005
IEEE
16 years 8 days ago
Performance Analysis of System Overheads in TCP/IP Workloads
Current high-performance computer systems are unable to saturate the latest available high-bandwidth networks such as 10 Gigabit Ethernet. A key obstacle in achieving 10 gigabits ...
Nathan L. Binkert, Lisa R. Hsu, Ali G. Saidi, Rona...
ISCAS
2005
IEEE
143views Hardware» more  ISCAS 2005»
16 years 8 days ago
Design and FPGA implementation of a structure of evolutionary digital filters for hardware implementation
— In this paper, we design and implement an improved hardware-based evolutionary digital filter (EDF) version 2. The EDF is an adaptive digital filter which is controlled by ad...
Masahide Abe, Hiroki Arai, Masayuki Kawamata
ISCC
2005
IEEE
119views Communications» more  ISCC 2005»
16 years 8 days ago
A Systematic Approach to Building High Performance Software-Based CRC Generators
—A framework for designing a family of novel fast CRC generation algorithms is presented. Our algorithms can ideally read arbitrarily large amounts of data at a time, while optim...
Michael E. Kounavis, Frank L. Berry
ISORC
2005
IEEE
16 years 7 days ago
Model-Checking of Component-Based Event-Driven Real-Time Embedded Software
As complexity of real-time embedded software grows, it is desirable to use formal verification techniques to achieve a high level of assurance. We discuss application of model-ch...
Zonghua Gu, Kang G. Shin
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