M
Michael Garland
Researcher at Nvidia
Publications - 131
Citations - 18564
Michael Garland is an academic researcher from Nvidia. The author has contributed to research in topics: CUDA & Polygon mesh. The author has an hindex of 50, co-authored 120 publications receiving 17536 citations. Previous affiliations of Michael Garland include Carnegie Mellon University & University of Virginia.
Papers
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Proceedings ArticleDOI
Merge-based parallel sparse matrix-vector multiplication
Duane Merrill,Michael Garland +1 more
TL;DR: This work presents a strictly balanced method for the parallel computation of sparse matrix-vector products (SpMV) that operates directly upon the Compressed Sparse Row (CSR) sparse matrix format without preprocessing, inspection, reformatting, or supplemental encoding.
Proceedings ArticleDOI
Sparse matrix computations on manycore GPU's
TL;DR: Modern microprocessors are becoming increasingly parallel devices, and GPUs are at the leading edge of this trend, and these operations can often be implemented with data parallel operations that map very well to massively parallel processors.
Journal ArticleDOI
Free-form motion processing
Scott Kircher,Michael Garland +1 more
TL;DR: This work presents a novel method for processing free-form motion that opens up a broad range of possible motion alterations including motion blending, keyframe insertion, and temporal signal processing based on a simple yet powerful differential surface representation that is invariant under rotation and translation and well suited for surface editing in both space and time.
Proceedings ArticleDOI
Progressive multiresolution meshes for deforming surfaces
Scott Kircher,Michael Garland +1 more
TL;DR: A new multiresolution representation for deforming surfaces is proposed that, together with the dynamic improvement scheme, provides high quality surface approximations at any level-of-detail, for all frames of an animation.
Proceedings ArticleDOI
Sketching mesh deformations
Youngihn Kho,Michael Garland +1 more
TL;DR: This paper presents an interactive system for deforming unstructured polygon meshes that is very easy to use, and shows that the formulation of the deformation provides a natural way to interpolate between character poses, allowing generation of simple key framed animations.