Essays about: "PlayStation 3"

Found 5 essays containing the words PlayStation 3.

  1. 1. Parallelization of Animation Blending on the PlayStation®3

    University essay from Informationskodning; Tekniska högskolan

    Author : Teodor Jakobsson; [2012]
    Keywords : parallelization; character; animation; blending; PlayStation; Cell Broadband Engine Architecture; CBEA; Parallellisering; karaktär; animering; blendning; PlayStation; Cell Broadband Engine Architecture; CBEA;

    Abstract : An animation system gives a dynamic and life-like feel to character motions, allowing motion behaviour that far transcends the mere spatial translations of classic computer games. This increase in behavioural complexity however does not come for free as animation systems often are haunted by considerable performance overhead, the extent of which reflecting the complexity of the desired system. READ MORE

  2. 2. Data Oriented Interactive Water : An Interactive Water Simulation For PlayStation 3

    University essay from Institutionen för systemteknik; Tekniska högskolan

    Author : Joel Lennartsson; [2012]
    Keywords : Video Games; Interactive; Water Simulation; PlayStation 3; PS3; Data Oriented Design;

    Abstract : In this report, a method for simulating interactive height-field based water on a parallel architecture is presented. This simulation is designed for faster than real time applications and is highly suitable for video games on current generation home computers. READ MORE

  3. 3. CellMC : An XSLT-based SBML Model Compiler for Cell/BE and IA32

    University essay from Institutionen för informationsteknologi

    Author : Emmet Caulfield; [2009]
    Keywords : ;

    Abstract : In-silico simulation of chemical reactions is playing an increasingly important rôle in furthering understanding of cellular biochemistry, simulating in-vivo chemical reactions such as genetic and enzymatic action, and giving rise to the field of computational systems biology. The Systems Biology Markup Language (SBML) has been defined to provide a standard way to describe models of biochemical reaction networks, and the Stochastic Simulation Algorithm is an effective and popular method for simulating systems with many reacting species, which cannot be simulated using most numerical solution techniques whose time-complexity grows exponentially with number of chemical species. READ MORE

  4. 4. HaGPipe : Programming the graphics pipeline in Haskell

    University essay from Akademin för innovation, design och teknik

    Author : Tobias Bexelius; [2009]
    Keywords : Haskell; GPU; graphics; functional programming; shaders;

    Abstract :   In this paper I present the domain specific language HaGPipe for graphics programming in Haskell. HaGPipe has a clean, purely functional and strongly typed interface and targets the whole graphics pipeline including the programmable shaders of the GPU. It can be extended for use with various backends and this paper provides two different ones. READ MORE

  5. 5. A Parallel Monte Carlo Implementation on the Cell Broadband Engine

    University essay from Institutionen för informationsteknologi

    Author : Marcus Lundberg; [2009]
    Keywords : ;

    Abstract : The Cell Broadband Engine is a heterogeneous multi-core processor architecture thattrades ease-of-programming for high performance. While primarily featured in theSony PlayStation 3 (PS3) for high-end games, it is a promising technology for scientistsworking with computationally heavy numerical methods. READ MORE