References

Bla
Nicholas Blachford.
Cell architecture explained: Introduction.

BP04
Ian Buck and Tim Pucell.
A toolkit for computation on gpus.
In Fernando [Fer04].

bro05
The brookgpu programming language, 2005.

Buc05
Ian Buck.
Taking the plunge into gpu computing.
In Pharr [Pha05].

d'E04
Eugene d'Eon.
Deformers.
In Fernando [Fer04].

DeL00
Mark DeLoura.
Game Programming Gems.
Charles River Media, 2000.

DeL01
Mark DeLoura, editor.
Game Programming Gems 2.
Charles River Media, 2001.

DT02
Mark Deloura and Dante Treglia, editors.
Game Programming Gems 3.
Charles River Media, 2002.

Fer04
Randima Fernando, editor.
GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics.
Addison-Wesley, 2004.

FSH04
Kayvon Fatahalian, Jeremy Sugerman, and Pat Hanrahan.
Understanding the efficiency of gpu algorithms for matrix-matrix multiplication.
In Graphics Hardware 2004, 2004.

GLW$^+$04
Naga Govindaraju, Brandon Lloyd, Wei Wang, Ming Lin, and Dinesh Manocha.
Fast computation of database operations using graphics processors.
In ACM SIGMOD 2004, 2004.

gpg05
General-purpose computation using graphics hardware, 2005.

GRLM03
Naga Govindaraju, Stephane Redon, Ming C. Lin, and Dinesh Manocha.
Cullide: Interactive collision detection between complex models in large environments using graphics hardware.
In ACM SIGGRAPH/Eurographics Graphics Hardware, 2003.

Har04
Mark Harris.
Fast fluid dynamics simulation on the gpu.
In Fernando [Fer04].

Har05
Mark Harris.
Mapping computational concepts to gpus.
In Pharr [Pha05].

HB05
Mark Harris and Ian Buck.
Gpu flow-control idioms.
In Pharr [Pha05].

Hor05
Daniel Horn.
Stream reduction operations for gpgpu applications.
In Pharr [Pha05].

Kil05
Emmett Kilgariff.
The geforce 6 series gpu architecture.
In Pharr [Pha05].

Kir04
Andrew Kirmse, editor.
Game Programming Gems 4.
Charles River Media, 2004.

LKO05
Aaron Lefohn, Joe Kniss, and John Owens.
Implementing efficient parallel data structures on gpus.
In Pharr [Pha05].

MA03
K Moreland and E Angel.
The fft on a gpu.
In SIGGRAPH/Eurographics Workshop on Graphics Hardware 2003 Proceedings, 2003.

NVI
NVIDIA.
Cloth simulation using opengl.

Owe05
John Owens.
Streaming architectures and technology trends.
In Pharr [Pha05].

Pal
Victor Palmer.
Navier strokes fluid simulator.

Pha05
Matt Pharr, editor.
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation.
Addison-Wesley, 2005.

Rol04
Thomas Rolfes.
Artificial neural networks on programmable graphics hardware.
In Kirmse [Kir04].

Ros04
Randi Rost.
OpenGL Shading Language.
Addison-Wesley, 2004.

sh05
The sh metaprogramming language, 2005.

Shr99
Dave Shreiner.
OpenGL Reference Manual : The Official Reference Document to OpenGL, Version 1.2.
Addison-Wesley, 1999.

WNDS99
Mason Woo, Jackie Neider, Tom Davis, and Dave Shreiner.
OpenGL Programming Guide : the Official Guide to Learning OpenGL, version 1.2.
Addison-Wesley, Reading, MA, 3rd ed. edition, 1999.

Woo05
Cliff Woolley.
Gpu program optimization.
In Pharr [Pha05].



Osiris Perez #d1151768 2005-05-18