Volume renderingIn scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field. A typical 3D data set is a group of 2D slice images acquired by a CT, MRI, or MicroCT . Usually these are acquired in a regular pattern (e.g., one slice for each millimeter of depth) and usually have a regular number of image pixels in a regular pattern.
Benchmark (computing)In computing, a benchmark is the act of running a computer program, a set of programs, or other operations, in order to assess the relative performance of an object, normally by running a number of standard tests and trials against it. The term benchmark is also commonly utilized for the purposes of elaborately designed benchmarking programs themselves. Benchmarking is usually associated with assessing performance characteristics of computer hardware, for example, the floating point operation performance of a CPU, but there are circumstances when the technique is also applicable to software.
Asynchronous I/OIn computer science, asynchronous I/O (also non-sequential I/O) is a form of input/output processing that permits other processing to continue before the transmission has finished. A name used for asynchronous I/O in the Windows API is overlapped I/O. Input and output (I/O) operations on a computer can be extremely slow compared to the processing of data. An I/O device can incorporate mechanical devices that must physically move, such as a hard drive seeking a track to read or write; this is often orders of magnitude slower than the switching of electric current.
Multi-core processorA multi-core processor is a microprocessor on a single integrated circuit with two or more separate processing units, called cores, each of which reads and executes program instructions. The instructions are ordinary CPU instructions (such as add, move data, and branch) but the single processor can run instructions on separate cores at the same time, increasing overall speed for programs that support multithreading or other parallel computing techniques.
Algorithmic skeletonIn computing, algorithmic skeletons, or parallelism patterns, are a high-level parallel programming model for parallel and distributed computing. Algorithmic skeletons take advantage of common programming patterns to hide the complexity of parallel and distributed applications. Starting from a basic set of patterns (skeletons), more complex patterns can be built by combining the basic ones.
Motion graphicsMotion graphics (sometimes mograph) are pieces of animation or digital footage which create the illusion of motion or rotation, and are usually combined with audio for use in multimedia projects. Motion graphics are usually displayed via electronic media technology, but may also be displayed via manual powered technology (e.g. thaumatrope, phenakistoscope, stroboscope, zoetrope, praxinoscope, flip book). The term distinguishes static graphics from those with a transforming appearance over time, without over-specifying the form.
Ray castingRay casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the 3D scene. The term "Ray Casting" was introduced by Scott Roth while at the General Motors Research Labs from 1978–1980.
Program optimizationIn computer science, program optimization, code optimization, or software optimization, is the process of modifying a software system to make some aspect of it work more efficiently or use fewer resources. In general, a computer program may be optimized so that it executes more rapidly, or to make it capable of operating with less memory storage or other resources, or draw less power. Although the word "optimization" shares the same root as "optimal", it is rare for the process of optimization to produce a truly optimal system.
Particle systemA particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques – usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions.
Loop optimizationIn compiler theory, loop optimization is the process of increasing execution speed and reducing the overheads associated with loops. It plays an important role in improving cache performance and making effective use of parallel processing capabilities. Most execution time of a scientific program is spent on loops; as such, many compiler optimization techniques have been developed to make them faster. Since instructions inside loops can be executed repeatedly, it is frequently not possible to give a bound on the number of instruction executions that will be impacted by a loop optimization.
SupercomputerA supercomputer is a computer with a high level of performance as compared to a general-purpose computer. The performance of a supercomputer is commonly measured in floating-point operations per second (FLOPS) instead of million instructions per second (MIPS). Since 2017, there have existed supercomputers which can perform over 1017 FLOPS (a hundred quadrillion FLOPS, 100 petaFLOPS or 100 PFLOPS). For comparison, a desktop computer has performance in the range of hundreds of gigaFLOPS (1011) to tens of teraFLOPS (1013).
Graphics Core NextGraphics Core Next (GCN) is the codename for a series of microarchitectures and an instruction set architecture that were developed by AMD for its GPUs as the successor to its TeraScale microarchitecture. The first product featuring GCN was launched on January 9, 2012. GCN is a reduced instruction set SIMD microarchitecture contrasting the very long instruction word SIMD architecture of TeraScale. GCN requires considerably more transistors than TeraScale, but offers advantages for general-purpose GPU (GPGPU) computation due to a simpler compiler.