LEADER 05576nam 22007575 450 001 996465613203316 005 20230406022507.0 010 $a3-540-69501-X 024 7 $a10.1007/978-3-540-69501-1 035 $a(CKB)1000000000440615 035 $a(SSID)ssj0000355434 035 $a(PQKBManifestationID)11227486 035 $a(PQKBTitleCode)TC0000355434 035 $a(PQKBWorkID)10319781 035 $a(PQKB)11529309 035 $a(DE-He213)978-3-540-69501-1 035 $a(MiAaPQ)EBC3068470 035 $a(MiAaPQ)EBC6501351 035 $a(PPN)127048367 035 $a(EXLCZ)991000000000440615 100 $a20100301d2008 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aAlgorithms and Architectures for Parallel Processing$b[electronic resource] $e8th International Conference, ICA3PP 2008, Agia Napa, Cyprus, June 9-11, 2008, Proceedings /$fedited by Anu G. Bourgeois, Si Quing Zheng 205 $a1st ed. 2008. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2008. 215 $a1 online resource (X, 320 p.) 225 1 $aTheoretical Computer Science and General Issues,$x2512-2029 ;$v5022 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-540-69500-1 320 $aIncludes bibliographical references and index. 327 $aSmart Content Delivery on the Internet -- Parallel Query Processing in Databases on Multicore Architectures -- Evaluation of a Novel Load-Balancing Algorithm with Variable Granularity -- A Static Multiprocessor Scheduling Algorithm for Arbitrary Directed Task Graphs in Uncertain Environments -- An ACO Inspired Strategy to Improve Jobs Scheduling in a Grid Environment -- Architecture Aware Partitioning Algorithms -- A Simple and Efficient Fault-Tolerant Adaptive Routing Algorithm for Meshes -- Deadlock-Free Adaptive Routing in 2D Tori with a New Turn Model -- Neighbourhood Broadcasting and Broadcasting on the (n, k)-Star Graph -- Fault Tolerance in the Biswapped Network -- 3D Block-Based Medial Axis Transform and Chessboard Distance Transform on the CREW PRAM -- A General Approach to Predict the Performance Order of TSP Family Problems -- Examining the Feasibility of Reconfigurable Models for Molecular Dynamics Simulation -- Parallel Simulated Annealing for Materialized View Selection in Data Warehousing Environments -- An Operational Approach to Validate the Path of BGP -- 1-Persistent Collision-Free CSMA Protocols for Opportunistic Optical Hyperchannels -- An Optimization of Context Sharing for Self-adaptive Mobile Applications -- A Network Service for DSP Multicomputers -- A Non-blocking Multithreaded Architecture with Support for Speculative Threads -- Finding Synchronization-Free Parallelism Represented with Trees of Dependent Operations -- Lee-TM: A Non-trivial Benchmark Suite for Transactional Memory -- Performance of OpenMP Benchmarks on Multicore Processors -- Adaptive Loop Tiling for a Multi-cluster CMP -- Quasi-opportunistic Supercomputing in Grid Environments -- Explicit Control of Service Execution to Support QoS-Based Grid Scheduling -- Parallelization and Distribution Strategies of Large Bioinformatics Requests over the Grid -- Designing an Architecture for Distributed Shared Data on the Grid -- Grinda: A Tuple Space Service for the Globus Toolkit -- SuMo: A Framework for Prototyping Distributed and Mobile Software -- A Debugger for Parallel Haskell Dialects -- Introducing Aspects to the Implementation of a Java Fork/Join Framework -- Analyzing Software Component Graphs of Grid Middleware: Hint to Performance Improvement -- Using Multi-core to Support Security-Related Applications -- Symbolic Analysis for Increased Program Execution Performance. 330 $aThis book constitutes the refereed proceedings of the 8th International Conference on Algorithms and Architectures for Parallel Processing, ICA3PP 2008, held in Agia Napa, Cyprus, in June 2008. The 31 revised full papers presented together with 1 keynote talk and 1 tutorial were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on scheduling and load balancing, interconnection networks, parallel algorithms, distributed systems, parallelization tools, grid computing, and software systems. 410 0$aTheoretical Computer Science and General Issues,$x2512-2029 ;$v5022 606 $aSoftware engineering 606 $aComputer engineering 606 $aComputer networks 606 $aComputer programming 606 $aComputer science 606 $aAlgorithms 606 $aSoftware Engineering 606 $aComputer Engineering and Networks 606 $aProgramming Techniques 606 $aTheory of Computation 606 $aAlgorithms 615 0$aSoftware engineering. 615 0$aComputer engineering. 615 0$aComputer networks. 615 0$aComputer programming. 615 0$aComputer science. 615 0$aAlgorithms. 615 14$aSoftware Engineering. 615 24$aComputer Engineering and Networks. 615 24$aProgramming Techniques. 615 24$aTheory of Computation. 615 24$aAlgorithms. 676 $a005.1 702 $aBourgeois$b Anu G$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aZheng$b Si Quing$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a996465613203316 996 $aAlgorithms and Architectures for Parallel Processing$9773147 997 $aUNISA LEADER 05501nam 2200853 a 450 001 9910973532003321 005 20220609162645.0 010 $a9786612947759 010 $a9781282947757 010 $a1282947753 010 $a9781849512831 010 $a1849512833 035 $a(CKB)2670000000067022 035 $a(EBL)951142 035 $a(OCoLC)797915916 035 $a(SSID)ssj0000471851 035 $a(PQKBManifestationID)11338069 035 $a(PQKBTitleCode)TC0000471851 035 $a(PQKBWorkID)10428389 035 $a(PQKB)10440197 035 $a(Au-PeEL)EBL951142 035 $a(CaPaEBR)ebr10439350 035 $a(CaONFJC)MIL294775 035 $a(PPN)228000408 035 $a(OCoLC)741519569 035 $a(OCoLC)ocn741519569 035 $a(FR-PaCSA)88851810 035 $a(CaSebORM)9781849512824 035 $a(MiAaPQ)EBC951142 035 $a(FRCYB88851810)88851810 035 $a(DE-B1597)722280 035 $a(DE-B1597)9781849512831 035 $a(EXLCZ)992670000000067022 100 $a20110125d2010 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aOpenSceneGraph 3.0 $ebeginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines /$fRui Wang, Xuelei Qian 205 $a1st edition 210 $aBirmingham, U.K. $cPackt Open Source$d2010 215 $a1 online resource (412 p.) 300 $aIncludes index. 311 08$a9781849512824 311 08$a1849512825 327 $aCover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard 327 $aTime for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node 327 $aTime for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects 327 $aStoring array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes 327 $aTime for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures 327 $aTime for action - analyzing the Cessna structure 330 $aCreate high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines. 517 3 $aOpen Scene Graph 3.0 606 $aApplication program interfaces (Computer software) 606 $aVirtual reality$xComputer programs 606 $aThree-dimensional display systems 606 $aComputer graphics 615 0$aApplication program interfaces (Computer software) 615 0$aVirtual reality$xComputer programs. 615 0$aThree-dimensional display systems. 615 0$aComputer graphics. 676 $a005.3 676 $a006.6 676 $a006.6869 700 $aWang$b Rui$c(Software engineer)$0901518 701 $aQian$b Xuelei$01795196 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910973532003321 996 $aOpenSceneGraph 3.0$94336300 997 $aUNINA