| Graphics: GPU Computation  
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Volumetric transparency with Per-Pixel Fragment Lists | 
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Practical Binary Surface and Solid Voxelization with Direct3D 11 | 
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Interactive Ray Tracing Using the Compute Shader in DirectX 11 | 
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Procedural Content Generation on GPU | 
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2D Distance Field Generation with the GPU | 
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Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11 | 
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Simple and Fast Fluid Flow Simulation on the GPU | 
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A Fast Poisson Solver for OpenCL using Multigrid Methods | 
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Baking Normal Maps on the GPU | 
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Rendering Vector Art on the GPU | 
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Object Detection by Color: Using the GPU for Real-Time Video Image Processing | 
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Real-Time Rigid Body Simulation on GPUs | 
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Fast Virus Signature Matching on the GPU | 
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AES Encryption and Decryption on the GPU | 
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Efficient Random Number Generation and Application Using CUDA | 
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Imaging Earth's Subsurface Using CUDA | 
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Parallel Prefix Sum (Scan) with CUDA | 
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Incremental Computation of the Gaussian | 
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Using the Geometry Shader for Compact and Variable-Length GPU Feedback | 
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Animating Vegetation Using GPU Programs | 
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Interactive Fluid Dynamics and Rendering on the GPU | 
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Practical Cloth Simulation on Modern GPUs | 
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Shader Implementation of Discrete Wavelet Transform | 
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Real-Time Character Animation on the GPU | 
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Hardware-Based Ambient Occlusion | 
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Real-Time Caustics by GPU | 
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Implementing Ray Tracing on the GPU | 
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GPU-Powered Pathfinding Using Preprocessed Navigation Mesh Approach | 
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GPU Computation in Projective Space Using Homogeneous Coordinates | 
 Abstract: This article proposes GPU-based implementations for two popular algorithms used to solve the all-pairs shortest paths problem: Dijkstra's algorithm, and the Floyd-Warshall algorithm. These algorithms are used to preprocess navigation mesh data for fast pathfinding. This approach can offload pathfinding-related CPU computations to the GPU at the expense of latency. However, once the solution table is generated, this approach minimizes the latency time for a specific path search, thus giving the game a better sense of interactivity. The biggest benefit of this approach is gained in systems with multiple agents simultaneously requesting paths in the same search space. Although the article describes a GPU-specific implementation for a navigation mesh, any other multi-processor environment or discrete search space representation can be used.| 
Preprocessed Pathfinding Using the GPU | 
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Streaming Architectures and Technology Trends | 
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The GeForce 6 Series GPU Architecture | 
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Mapping Computational Concepts to GPUs | 
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GPU Computation Strategies and Tips | 
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Implementing Efficient Parallel Data Structures on GPUs | 
 |  |  | Aaron Lefohn (University of California, Davis), Joe Kniss (University of Utah), John Owens (University of California, Davis) GPU Gems 2, 2005.
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Stream Reduction Operations for GPGPU Applications | 
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Computer Vision on the GPU | 
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GPU Computing for Protein Structure Prediction | 
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A GPU Framework for Solving Systems of Linear Equations | 
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Options Pricing on the GPU | 
 |  |  | Peter Kipfer and R�diger Westermann (Technische Universit�t M�nchen) GPU Gems 2, 2005.
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GPGPU: General-Purpose Computation on GPUs | 
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A Toolkit for Computation on GPUs | 
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Fast Fluid Dynamics Simulation on the GPU | 
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Artificial Neural Networks on Programmable Hardware | 
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Accessing and Modifying Topology on the GPU | 
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Massively Parallel Particle Systems on the GPU | 
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Tactical Path-Finding Using Stochastic Maps on the GPU | 
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Linear Algebra on the GPU | 
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Real-Time Simulation and Rendering of Particle Flows | 
  
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