GPU Benchmarks Based On Strange Attractors

Citation data:

Innovations in Computing Sciences and Software Engineering, Page: 543-545

Publication Year:
2010
Repository URL:
http://hdl.handle.net/10563/1003494, http://publikace.k.utb.cz/handle/10563/1003494
DOI:
10.1007/978-90-481-9112-3-93, 10.1007/978-90-481-9112-3_93
Author(s):
Podoba, Tomáš, Giesl, Jiří, Vlček, Karel
Publisher(s):
Springer-Verlag Berlin, Springer Netherlands, Springer Nature
Tags:
Computer Science, Benchmark, fractal, strange attractor, quaternion, marching cube algorithm
book chapter description
The main purpose of presented GPU benchmark is to generate complex polygonal mesh structures based on strange attractors with fractal structure. Attractors have to be created as 4D objects using quaternion algebra. Polygonal mesh can have different numbers of polygons because of iterative application of this system. The major complexity of every mesh would provide efficient results using multiple methods such as ray-tracing, anti aliasing and anisotropic filtering to evaluate GPU performance. Our main goal is to develop new faster algorithm to generate 3D structures and apply its complexity for GPU benchmarking. © Springer Science+Business Media B.V. 2010.

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