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Mobile Kundenbindung
(2015)
Since being introduced in the sixties and seventies, semi-implicit RosenbrockWanner (ROW) methods have become an important tool for the timeintegration of ODE and DAE problems. Over the years, these methods have been further developed in order to save computational effort by regarding approximations with respect to the given Jacobian [5], reduce effects of order reduction by introducing additional conditions [2, 4] or use advantages of partial explicit integration by considering underlying Runge-Kutta formulations [1]. As a consequence, there is a large number of different ROW-type schemes with characteristic properties for solving various problem formulations given in literature today.
Noncooperative Game Theory
(2016)
Der Nutzen von Prozessmanagement für die Effizienz und Effektivität der Organisation von Unternehmen ist vielfach bestätigt. Eine Studie der gfo-Gesellschaft für Organisation stellt fest, dass der Umsetzungsgrad der Prozessorganisation in Unternehmen dennoch mangelhaft ist. Es fehlt die Unterstützung der Leitung, die selbst noch überwiegend funktional organisiert ist.
We propose a high-performance GPU implementation of Ray Histogram Fusion (RHF), a denoising method for stochastic global illumination rendering. Based on the CPU implementation of the original algorithm, we present a naive GPU implementation and the necessary optimization steps. Eventually, we show that our optimizations increase the performance of RHF by two orders of magnitude when compared to the original CPU implementation and one order of magnitude compared to the naive GPU implementation. We show how the quality for identical rendering times relates to unfiltered path tracing and how much time is needed to achieve identical quality when compared to an unfiltered path traced result. Finally, we summarize our work and describe possible future applications and research based on this.
Rendering techniques for design evaluation and review or for visualizing large volume data often use computationally expensive ray-based methods. Due to the number of pixels and the amount of data, these methods often do not achieve interactive frame rates. A view direction based rendering technique renders the users central field of view in high quality whereas the surrounding is rendered with a level of detail approach depending on the distance to the users central field of view thus giving the opportunity to increase rendering efficiency. We propose a prototype implementation and evaluation of a focus-based rendering technique based on a hybrid ray tracing/sparse voxel octree rendering approach.