Media Summary: Bastian Kuth, Max Oberberger, Carsten Faber, Dominik Baumeister, Matthäus Chajdas, Quirin Meyer HPG 2024 - Day 2. In this 2017 GDC session, Guerrilla Games' Jaap van Muijden describes the Paper Link: This paper presents a set of simple and intuitive robot collision detection ...

Gpu Based Real Time Discrete - Detailed Analysis & Overview

Bastian Kuth, Max Oberberger, Carsten Faber, Dominik Baumeister, Matthäus Chajdas, Quirin Meyer HPG 2024 - Day 2. In this 2017 GDC session, Guerrilla Games' Jaap van Muijden describes the Paper Link: This paper presents a set of simple and intuitive robot collision detection ... Are you ready to escape the data centers and build your own sovereign AI hub? In this definitive 2026 hardware showdown, we ... Presented by Matthew Poremba. Work by Mattew Poremba, Alexandru Dutu, Gaurav Jain, Pouya Fotouhi, Michael Boyer, and ... drawing 11 x 11 x 11 = 1331 space ships with more than 5 million faces in about 10 ms. frustum culling and

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GPU-Based Real-Time Discrete Euclidean Distance Transforms With Precise Error-Bounds
Nvidia CUDA in 100 Seconds
Real-Time Procedural Generation with GPU Work Graphs
GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn
Real-time image processing using GPUs
Real-Time Procedural Generation with GPU Work Graphs
Real Time Hardware-Accelerated Ray Tracing for Efficient Discrete and Continuous Collision Detection
Math Behind Realtime Graphics | Etay Meiri
Real-time, Denoised, Path Tracing Running on Intel® Xe GPU | Intel Graphics
Local AI Hardware Showdown | Apple Silicon Unified Memory vs. NVIDIA RTX Discrete GPUs
Towards full-system discrete GPU simulation
I Built a GPU-Powered Real-Time Universe Simulation (C++ / CUDA / OpenGL)
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GPU-Based Real-Time Discrete Euclidean Distance Transforms With Precise Error-Bounds

GPU-Based Real-Time Discrete Euclidean Distance Transforms With Precise Error-Bounds

Supplementary Video for the paper:

Nvidia CUDA in 100 Seconds

Nvidia CUDA in 100 Seconds

What is

Real-Time Procedural Generation with GPU Work Graphs

Real-Time Procedural Generation with GPU Work Graphs

Bastian Kuth, Max Oberberger, Carsten Faber, Dominik Baumeister, Matthäus Chajdas, Quirin Meyer HPG 2024 - Day 2.

GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn

GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn

In this 2017 GDC session, Guerrilla Games' Jaap van Muijden describes the

Real-time image processing using GPUs

Real-time image processing using GPUs

Screen capture of

Real-Time Procedural Generation with GPU Work Graphs

Real-Time Procedural Generation with GPU Work Graphs

Introducing

Real Time Hardware-Accelerated Ray Tracing for Efficient Discrete and Continuous Collision Detection

Real Time Hardware-Accelerated Ray Tracing for Efficient Discrete and Continuous Collision Detection

Paper Link: https://arxiv.org/abs/2409.09918v1 This paper presents a set of simple and intuitive robot collision detection ...

Math Behind Realtime Graphics | Etay Meiri

Math Behind Realtime Graphics | Etay Meiri

Etay Meiri joins me to talk about

Real-time, Denoised, Path Tracing Running on Intel® Xe GPU | Intel Graphics

Real-time, Denoised, Path Tracing Running on Intel® Xe GPU | Intel Graphics

This video shows

Local AI Hardware Showdown | Apple Silicon Unified Memory vs. NVIDIA RTX Discrete GPUs

Local AI Hardware Showdown | Apple Silicon Unified Memory vs. NVIDIA RTX Discrete GPUs

Are you ready to escape the data centers and build your own sovereign AI hub? In this definitive 2026 hardware showdown, we ...

Towards full-system discrete GPU simulation

Towards full-system discrete GPU simulation

Presented by Matthew Poremba. Work by Mattew Poremba, Alexandru Dutu, Gaurav Jain, Pouya Fotouhi, Michael Boyer, and ...

I Built a GPU-Powered Real-Time Universe Simulation (C++ / CUDA / OpenGL)

I Built a GPU-Powered Real-Time Universe Simulation (C++ / CUDA / OpenGL)

In this project, I built a

OpenGL 4.6:  GPU-based frustum culling and discrete LOD selection

OpenGL 4.6: GPU-based frustum culling and discrete LOD selection

drawing 11 x 11 x 11 = 1331 space ships with more than 5 million faces in about 10 ms. frustum culling and