Michael Kenzel

Learn More
In this paper we present Softshell, a novel execution model for devices composed of multiple processing cores operating in a single instruction, multiple data fashion, such as graphics processing units (GPUs). The Softshell model is intuitive and more flexible than the kernel-based adaption of the stream processing model, which is currently the dominant(More)
In this paper, we analyze the special requirements of a dynamic memory allocator that is designed for massively parallel architec-tures such as Graphics Processing Units (GPUs). We show that traditional strategies, which work well on CPUs, are not well suited for the use on GPUs and present the thorough design of ScatterAl-loc, which can efficiently deal(More)
In this paper, we present Whippletree, a novel approach to scheduling dynamic, irregular workloads on the GPU. We introduce a new programming model which offers the simplicity and expressiveness of task-based parallelism while retaining all aspects of the multi-level execution hierarchy essential to unlocking the full potential of a modern GPU. At the same(More)
Figure 1: With our parallel approach to procedural architecture, large cities can be generated in less than a second on the GPU. The city overview shows a scene with 38 000 low-detail buildings generated in 290 ms (left). The 520 buildings in the skyscraper scene consist of 1.5 million terminal shapes evaluating to 8 million vertices and 4 million(More)
In this paper, we present the concept of operator graph scheduling for high performance procedural generation on the graphics processing unit (GPU). The operator graph forms an intermediate representation that describes all possible operations and objects that can arise during a specific procedural generation. While previous methods have focused on(More)
Due to growing demand for computer generated graphi-cal content, procedural modeling has become an important topic in the gaming and movie industry. Creating vast amounts of content by hand requires excessive amounts of manual labor. Using a procedural rule set, entire worlds can be generated by a computer. However, the traditional CPU-based derivation of a(More)
  • 1