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Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware system.

, , , and . SI3D, ACM, (2010)

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An Approach for Sensory Effects Dispersion Simulation with Computational Fluid Dynamics., , , and . WebMedia, page 368-376. ACM, (2022)Niche vs. breadth: Calculating expertise over time through a fine-grained analysis., , , and . SANER, page 409-418. IEEE Computer Society, (2015)MobileWars: A Mobile GPGPU Game., , , and . ICEC, volume 8215 of Lecture Notes in Computer Science, page 75-86. Springer, (2013)An Architecture for Real Time Crowd Simulation Using Multiple GPUs., , and . SBGames, page 1-10. IEEE Computer Society, (2014)Techniques for designing GPGPU games., , , , , and . IGIC, page 1-5. IEEE, (2012)Applying Hidden Markov Model for Dynamic Game Balancing., , , and . SBGames, page 38-46. IEEE, (2020)Two-Way Real Time Fluid Simulation Using a Heterogeneous Multicore CPU and GPU Architecture., , , , , and . PADS, page 1-8. IEEE Computer Society, (2011)An architecture for game interaction using mobile., , , , , , and . IGIC, page 1-5. IEEE, (2012)A GPU-based Architecture for Parallel Image-aware Version Control., , , and . CSMR, page 191-200. IEEE Computer Society, (2012)Exploratory Data Analysis of Software Repositories via GPU Processing., , , and . SEKE, page 495-500. Knowledge Systems Institute Graduate School, (2014)