Particle System Simulation and Rendering on the Xbox 360 GPU

Abstract :-
Particle systems are an important technique for rendering a certain class of “fuzzy” object in 3D graphics in general, and games in particular. This thesis presents a particle system simulated and rendered entirely on the GPU found in Microsoft’s Xbox 360® console, including sorting on the GPU to support correct rendering of non-commutative rendering modes, and geometry amplification for rendering non-point primitives. Continue reading Particle System Simulation and Rendering on the Xbox 360 GPU

A Sensor Network Data Aggregation Technique

Abstract :-
Existing sensor network data aggregation techniques assume that the nodes are preprogrammed and send data to a central sink for offline querying and analysis. This approach faces two major drawbacks. First, the system behavior is preprogrammed and cannot be modified on the fly. Second, the increased energy wastage due to the communication overhead will result in decreasing the overall system lifetime. Thus, energy conservation is of prime consideration in sensor network protocols in order to maximize the network’s operational lifetime. Continue reading A Sensor Network Data Aggregation Technique