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Academic literature on the topic 'Unités de traitement graphique (GPU)'
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Dissertations / Theses on the topic "Unités de traitement graphique (GPU)"
Peng, Botao. "Parrallel data series indexing and similarity search on modern hardware." Electronic Thesis or Diss., Université Paris Cité, 2020. http://www.theses.fr/2020UNIP5193.
Full textData series similarity search is a core operation for several data series analysis applications across many different domains. However, the state-of-the-art techniques fail to deliver the time performance required for interactive exploration, or analysis of large data series collections. In this Ph.D. work, we present the first data series indexing solutions that are designed to inherently take advantage of modern hardware, in order to accelerate similarity search processing times for both on-disk and in-memory data. In particular, we develop novel algorithms for multi-core, multi-socket, and Single Instruction Multiple Data (SIMD) architectures, as well as algorithms for Graphics Processing Units (GPUs). Our experiments on a variety of synthetic and real data demonstrate that our approaches are up to orders of magnitude faster than the state-of-the-art solutions for both disk-resident and in-memory data. More specifically, our on-disk solution can answer exact similarity search queries on 100GB datasets in ∼ 15 seconds, and our in-memory solution in as low as 36 milliseconds, which enables for the first time real-time, interactive data exploration on very large data series collections
Legrand, Hélène. "Algorithmes parallèles pour le traitement rapide de géométries 3D." Electronic Thesis or Diss., Paris, ENST, 2017. http://www.theses.fr/2017ENST0053.
Full textOver the last twenty years, the main signal processing concepts have been adapted for digital geometry, in particular for 3D polygonal meshes. However, the processing time required for large models is significant. This computational load becomes an obstacle in the current context, where the massive amounts of data that are generated every second may need to be processed with several operators. The ability to run geometry processing operators with strong time constraints is a critical challenge in dynamic 3D systems. In this context, we seek to speed up some of the current algorithms by several orders of magnitude, and to reformulate or approximate them in order to reduce their complexity or make them parallel. In this thesis, we are building on a compact and effective object to analyze 3D surfaces at different scales : error quadrics. In particular, we propose new high performance algorithms that maintain error quadrics on the surface to represent the geometry. One of the main challenges lies in the effective generation of the right structures for parallel processing, in order to take advantage of the GPU
Chariot, Alexandre. "Quelques applications de la programmation des processeurs graphiques à la simulation neuronale et à la vision par ordinateur." Phd thesis, Ecole des Ponts ParisTech, 2008. http://pastel.archives-ouvertes.fr/pastel-00005176.
Full textHolländer, Matthias. "Synthèse géométrique temps réel." Thesis, Paris, ENST, 2013. http://www.theses.fr/2013ENST0009/document.
Full textEal-time geometry synthesis is an emerging topic in computer graphics.Today's interactive 3D applications have to face a variety of challengesto fulfill the consumer's request for more realism and high quality images.Often, visual effects and quality known from offline-rendered feature films or special effects in movie productions are the ultimate goal but hard to achieve in real time.This thesis offers real-time solutions by exploiting the Graphics Processing Unit (GPU)and efficient geometry processing.In particular, a variety of topics related to classical fields in computer graphics such assubdivision surfaces, global illumination and anti-aliasing are discussedand new approaches and techniques are presented
Lacoste, Julien. "Préservation de détails par placage d'octree-textures." Phd thesis, Université de Pau et des Pays de l'Adour, 2008. http://tel.archives-ouvertes.fr/tel-00461725.
Full textHolländer, Matthias. "Synthèse géométrique temps réel." Electronic Thesis or Diss., Paris, ENST, 2013. http://www.theses.fr/2013ENST0009.
Full textEal-time geometry synthesis is an emerging topic in computer graphics.Today's interactive 3D applications have to face a variety of challengesto fulfill the consumer's request for more realism and high quality images.Often, visual effects and quality known from offline-rendered feature films or special effects in movie productions are the ultimate goal but hard to achieve in real time.This thesis offers real-time solutions by exploiting the Graphics Processing Unit (GPU)and efficient geometry processing.In particular, a variety of topics related to classical fields in computer graphics such assubdivision surfaces, global illumination and anti-aliasing are discussedand new approaches and techniques are presented
Lu, Heqi. "Echantillonage d'importance des sources de lumières réalistes." Thesis, Bordeaux, 2014. http://www.theses.fr/2014BORD0001/document.
Full textRealistic images can be rendered by simulating light transport with Monte Carlo techniques. The possibility to use realistic light sources for synthesizing images greatly contributes to their physical realism. Among existing models, the ones based on environment maps and light fields are attractive due to their ability to capture faithfully the far-field and near-field effects as well as their possibility of being acquired directly. Since acquired light sources have arbitrary frequencies and possibly high dimension (4D), using such light sources for realistic rendering leads to performance problems.In this thesis, we focus on how to balance the accuracy of the representation and the efficiency of the simulation. Our work relies on generating high quality samples from the input light sources for unbiased Monte Carlo estimation. In this thesis, we introduce three novel methods.The first one is to generate high quality samples efficiently from dynamic environment maps that are changing over time. We achieve this by introducing a GPU approach that generates light samples according to an approximation of the form factor and combines the samples from BRDF sampling for each pixel of a frame. Our method is accurate and efficient. Indeed, with only 256 samples per pixel, we achieve high quality results in real time at 1024 × 768 resolution. The second one is an adaptive sampling strategy for light field light sources (4D), we generate high quality samples efficiently by restricting conservatively the sampling area without reducing accuracy. With a GPU implementation and without any visibility computations, we achieve high quality results with 200 samples per pixel in real time at 1024 × 768 resolution. The performance is still interactive as long as the visibility is computed using our shadow map technique. We also provide a fully unbiased approach by replacing the visibility test with a offline CPU approach. Since light-based importance sampling is not very effective when the underlying material of the geometry is specular, we introduce a new balancing technique for Multiple Importance Sampling. This allows us to combine other sampling techniques with our light-based importance sampling. By minimizing the variance based on a second-order approximation, we are able to find good balancing between different sampling techniques without any prior knowledge. Our method is effective, since we actually reduce in average the variance for all of our test scenes with different light sources, visibility complexity, and materials. Our method is also efficient, by the fact that the overhead of our "black-box" approach is constant and represents 1% of the whole rendering process
Loyet, Raphaël. "Dynamic sound rendering of complex environments." Phd thesis, Université Claude Bernard - Lyon I, 2012. http://tel.archives-ouvertes.fr/tel-00995328.
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