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ECE1724 Project Final Report: HashLife on GPU

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References[1] FINCH, T. LIAR: Life in a register. http://fanf.livejournal.com/81169.html, January 2008.Accessed March 11th 2010.[2] GARDNER, M. Mathematical Games. Scientific American 223 (1970), 120–123.[3] GOSPER, R. W. Exploiting regularities in large cellular spaces. Physica D: N<strong>on</strong>linear Phenomena 10 (January1984), 75–80. Online at http://dx.doi.org/10.1016/0167-2789(84)90251-3.[4] PERUMALLA, K. S., AND AABY, B. G. Data parallel executi<strong>on</strong> challenges and runtime performance of agentsimulati<strong>on</strong>s <strong>on</strong> <strong>GPU</strong>s. In SpringSim ’08: Proceedings of the 2008 Spring simulati<strong>on</strong> multic<strong>on</strong>ference (San Diego,CA, USA, 2008), Society for Computer Simulati<strong>on</strong> Internati<strong>on</strong>al, pp. 116–123.[5] PETRICEK, T. Accelerator and F# (II.): The Game of Life <strong>on</strong> <strong>GPU</strong>. http://tomasp.net/blog/accelerator-life-game.aspx, Dec 2009. Accessed March 15th 2010.[6] RACARR. <strong>GPU</strong> Life. http://blogs.gnome.org/racarr/2009/01/26/gpu-life/, January 2009.Author pseud<strong>on</strong>ym <strong>on</strong>ly, Accessed March 15th 2010.[7] ROKICKI, T. G. An Algorithm for Compressing Space and Time. Dr. Dobb’s (April 2006). http://www.drdobbs.com/java/184406478, Accessed March 15th 2010.[8] SILVER, S. A., AND MARTIN, E. Life Lexic<strong>on</strong>. http://www.bitstorm.org/gameoflife/lexic<strong>on</strong>/, December 2006. Accessed March 15th 2010.[9] TARDITI, D., PURI, S., AND OGLESBY, J. Accelerator: using data parallelism to program <strong>GPU</strong>s for generalpurposeuses. In ASPLOS-XII: Proceedings of the 12th internati<strong>on</strong>al c<strong>on</strong>ference <strong>on</strong> Architectural support forprogramming languages and operating systems (New York, NY, USA, 2006), ACM, pp. 325–335.[10] TREVORROW, A., AND ROKICKI, T. Golly. http://golly.sourceforge.net/. An open source, crossplatformapplicati<strong>on</strong> for exploring C<strong>on</strong>way’s Game of Life and other cellular automata. Accessed March 15th2010.[11] WOLFRAM, S. A new kind of science. Wolfram Media Inc., Champaign, Ilinois, US, United States, 2002.[12] ZUSE, K. Calculating Space. MIT (Proj. MAC), Cambridge, Mass., 1970. MIT Technical Translati<strong>on</strong> AZT-70-164-GEMIT.[13] ZVOLD. C<strong>on</strong>way’s "Life" and "Brian’s Brain" cellular automata using <strong>GPU</strong>. http://zvold.blogspot.com/2010/01/c<strong>on</strong>ways-life-and-brians-brain-cellular.html, January 2010. AccessedMarch 15th 2010, Author’s name is unknown, pseud<strong>on</strong>ym given.7

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