Sökning: "GPU Programming"
Visar resultat 1 - 5 av 85 uppsatser innehållade orden GPU Programming.
1. Radar and sea clutter simulation with Unity 3D game engine
M1-uppsats, Linköpings universitet/Programvara och systemSammanfattning : Game engines are well known for their use in the gaming industry but are starting to have an impact in other areas as well. Architecture, automotive, and the defence industry are today using these engines to visualise and, to some extent, test their products. LÄS MER
2. Evaluating the performance of CUDA Graphs in common GPGPU programming patterns
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : CUDA Graphs is a relatively new and unexplored feature of CUDA that presents an alternative for submitting work to the GPU. This report aims to evaluate the performance benefits of CUDA Graphs. The means to this end was a benchmark suite containing CUDA applications that do not utilise CUDA Graphs. LÄS MER
3. Performance Benefits of Extending JavaScript Through WASM and CUDA : A Comparative Performance Investigation
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : JavaScript is today the largest language based on usage with regard to web development. There is, therefore, a great incentive to make the language perform at its best and allow applications to take advantage of this. LÄS MER
4. Evaluating GPU for Radio Algorithms : Assessing Performance and Power Consumption of GPUs in Wireless Radio Communication Systems
Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : This thesis evaluates the viability of a Graphics Processing Unit (GPU) in tasks of signal processing associated with radio base stations in cellular networks. The development of Application Specific Integrated Circuits (ASICs) is lengthy and highly expensive, but they are efficient in terms of power consumption. LÄS MER
5. Evaluating Direct3D 12 GPU Resource Synchronization on Performance and Cache Operations
Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Fakulteten för datavetenskaperSammanfattning : Background. Lower-level graphics programming interfaces such as Direct3D 12 re-quire synchronization and data hazards between dependent workloads to be resolvedmanually. A barrier is a primitive used to resolve synchronization and data hazardsin a manner to achieve correct behavior by allowing developers to define waits be-tween workloads. LÄS MER