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Home of my courses, demos and course books. Hello World for CUDA, OpenCL and GLSL. This page/site system is brand new as of spring 2017. I am considering how similar the different sub-sites should be, and whether I need to make them mobile friendly and to what extent. Here are links to the sub-sites as well as the old (no longer updated) pages:. Modern, shader-based computer graphics. TSBK03 Teknik för avancerade datorspel. The Polygons Feel No Pain Demo Archive. TDDD56 Multicore and GPU programming.

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Home Page | computer-graphics.se | computer-graphics.se Reviews
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Home of my courses, demos and course books. Hello World for CUDA, OpenCL and GLSL. This page/site system is brand new as of spring 2017. I am considering how similar the different sub-sites should be, and whether I need to make them mobile friendly and to what extent. Here are links to the sub-sites as well as the old (no longer updated) pages:. Modern, shader-based computer graphics. TSBK03 Teknik för avancerade datorspel. The Polygons Feel No Pain Demo Archive. TDDD56 Multicore and GPU programming.
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1 computer graphics se
2 site navigation skip
3 exjobbsförslag
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8 computer game technology
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Home Page | computer-graphics.se | computer-graphics.se Reviews

https://computer-graphics.se

Home of my courses, demos and course books. Hello World for CUDA, OpenCL and GLSL. This page/site system is brand new as of spring 2017. I am considering how similar the different sub-sites should be, and whether I need to make them mobile friendly and to what extent. Here are links to the sub-sites as well as the old (no longer updated) pages:. Modern, shader-based computer graphics. TSBK03 Teknik för avancerade datorspel. The Polygons Feel No Pain Demo Archive. TDDD56 Multicore and GPU programming.

INTERNAL PAGES

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1

Computational Photography with GPU Computing

http://www.computer-graphics.se/CompPh

Computational Photography with a performance-oriented angle. This is small, basic preliminary course page that may be expanded to a "real" one once the course material grows.). All lectures are in Filtret, 13.15 to 15 except when otherwise noted. 1 Introduction. 31 march. 2 GPU Computing, CUDA, 3 april. 3 More GPU Computing, optimization, 7 april. 4 OpenCL, FFT on GPU, GPU on embedded systems, 9 april, 15.15. (Note: Different time! 5 Image editing 1, 22 april (MOVED from 21st since that was a "red" day).

2

GameJam Linkoping

http://www.computer-graphics.se/gamejam

LiU Global GameJam 2016. GameJam is a game-development-oriented hackathon. The idea is: programmers, graphics designers, game designers and sound artists come together, form small teams and make games during a weekend. This can be both computer games or physical games. 31 January 2016 (Friday evening - Sunday afternoon). CreActive, Mjärdevi (the Collegium building, left of the main entrance). Most of the questions are answered in the LiU Game Jam FAQ. See also GameJam wiki. The LiU Game Jam Archive.

3

Exjobbsförslag ICG/Datorgrafik

http://www.computer-graphics.se/Exjobbsforslag_ICG_Datorgrafik.html

Kontakt: Ingemar Ragnemalm (ingis AT isy PUNKT liu PUNKT se.). Denna sida handlar om exjobbsförslag från Ingemar Ragnemalm, Linköpings Universitet. Övriga examensarbeten hos ICG finns på hemsidan. Uppdaterad 141010. Inaktuella exjobb, som utförts eller blivit inaktuella, är bortplockade. Listan är nu ytterst kort. Anledningen är väldigt trevlig, vi har haft duktiga examensarbetare som löst problemen väl. Vi diskuterar fler.). Datorgrafik, spelprogrammering, bildbehandling, bildkodning. 2 Spherical harmon...

4

Pacman scenario download page

http://www.computer-graphics.se/TSIN02-files

Material for the Networked Pacman scenario. By Ingemar Ragnemalm, Information Coding, ISY. The support has now investigated, and the problem appears to be a firewall problem. Port 32000, which is what I used in my demos, should now be open so it should work as intended. (I can't test it right now though.). New version of the game code (v3)! This comes with a makefile for Linux. The information below will be updated shortly. Please notice that the game code/animation package will be updated! The code has ...

5

The real "Hello World!" for CUDA!

http://www.computer-graphics.se/hello-world-for-cuda.html

The real "Hello World! For CUDA, OpenCL and GLSL! When I learned CUDA, I found that just about every tutorial and course starts with something that they call "Hello World". But, usually that is not at all an "Hello world" program at all! What they mean by "Hello world" is any kind of simple example. That is obviously ignorant and careless. Their simple examples are often (but not always) simple and enlightning, but mislabeled. Let's get one thing straight: "Hello world! And that is all it should do!

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Home Page | computer-graphics.se

Home of my courses, demos and course books. Hello World for CUDA, OpenCL and GLSL. This page/site system is brand new as of spring 2017. I am considering how similar the different sub-sites should be, and whether I need to make them mobile friendly and to what extent. Here are links to the sub-sites as well as the old (no longer updated) pages:. Modern, shader-based computer graphics. TSBK03 Teknik för avancerade datorspel. The Polygons Feel No Pain Demo Archive. TDDD56 Multicore and GPU programming.

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