Embarrassingly Parallel Problem
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Embarrassingly Parallel Problem
In parallel computing, an embarrassingly parallel workload or problem (also called embarrassingly parallelizable, perfectly parallel, delightfully parallel or pleasingly parallel) is one where little or no effort is needed to separate the problem into a number of parallel tasks. This is often the case where there is little or no dependency or need for communication between those parallel tasks, or for results between them.Section 1.4.4 of: Thus, these are different from distributed computing problems that need communication between tasks, especially communication of intermediate results. They are easy to perform on server farms which lack the special infrastructure used in a true supercomputer cluster. They are thus well suited to large, Internet-based volunteer computing platforms such as BOINC, and do not suffer from parallel slowdown. The opposite of embarrassingly parallel problems are inherently serial problems, which cannot be parallelized at all. A common example of an e ...
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Parallel Computing
Parallel computing is a type of computation in which many calculations or processes are carried out simultaneously. Large problems can often be divided into smaller ones, which can then be solved at the same time. There are several different forms of parallel computing: bit-level, instruction-level, data, and task parallelism. Parallelism has long been employed in high-performance computing, but has gained broader interest due to the physical constraints preventing frequency scaling.S.V. Adve ''et al.'' (November 2008)"Parallel Computing Research at Illinois: The UPCRC Agenda" (PDF). Parallel@Illinois, University of Illinois at Urbana-Champaign. "The main techniques for these performance benefits—increased clock frequency and smarter but increasingly complex architectures—are now hitting the so-called power wall. The computer industry has accepted that future performance increases must largely come from increasing the number of processors (or cores) on a die, rather than m ...
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Monte Carlo Analysis
Monte Carlo methods, or Monte Carlo experiments, are a broad class of computational algorithms that rely on repeated random sampling to obtain numerical results. The underlying concept is to use randomness to solve problems that might be deterministic in principle. They are often used in physical and mathematical problems and are most useful when it is difficult or impossible to use other approaches. Monte Carlo methods are mainly used in three problem classes: optimization, numerical integration, and generating draws from a probability distribution. In physics-related problems, Monte Carlo methods are useful for simulating systems with many coupled degrees of freedom, such as fluids, disordered materials, strongly coupled solids, and cellular structures (see cellular Potts model, interacting particle systems, McKean–Vlasov processes, kinetic models of gases). Other examples include modeling phenomena with significant uncertainty in inputs such as the calculation of risk in bu ...
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Cryptocurrency
A cryptocurrency, crypto-currency, or crypto is a digital currency designed to work as a medium of exchange through a computer network that is not reliant on any central authority, such as a government or bank, to uphold or maintain it. It is a decentralized system for verifying that the parties to a transaction have the money they claim to have, eliminating the need for traditional intermediaries, such as banks, when funds are being transferred between two entities. Individual coin ownership records are stored in a digital ledger, which is a computerized database using strong cryptography to secure transaction records, control the creation of additional coins, and verify the transfer of coin ownership. Despite their name, cryptocurrencies are not considered to be currencies in the traditional sense, and while varying treatments have been applied to them, including classification as commodities, securities, and currencies, cryptocurrencies are generally viewed as a distinc ...
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Proof-of-work
Proof of work (PoW) is a form of cryptographic proof in which one party (the ''prover'') proves to others (the ''verifiers'') that a certain amount of a specific computational effort has been expended. Verifiers can subsequently confirm this expenditure with minimal effort on their part. The concept was invented by Moni Naor and Cynthia Dwork in 1993 as a way to deter denial-of-service attacks and other service abuses such as spam on a network by requiring some work from a service requester, usually meaning processing time by a computer. The term "proof of work" was first coined and formalized in a 1999 paper by Markus Jakobsson and Ari Juels. Proof of work was later popularized by Bitcoin as a foundation for consensus in a permissionless decentralized network, in which miners compete to append blocks and mint new currency, each miner experiencing a success probability proportional to the computational effort expended. PoW and PoS (proof of stake) remain the two best known S ...
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Distributed
Distribution may refer to: Mathematics *Distribution (mathematics), generalized functions used to formulate solutions of partial differential equations *Probability distribution, the probability of a particular value or value range of a variable **Cumulative distribution function, in which the probability of being no greater than a particular value is a function of that value *Frequency distribution, a list of the values recorded in a sample *Inner distribution, and outer distribution, in coding theory *Distribution (differential geometry), a subset of the tangent bundle of a manifold *Distributed parameter system, systems that have an infinite-dimensional state-space *Distribution of terms, a situation in which all members of a category are accounted for *Distributivity, a property of binary operations that generalises the distributive law from elementary algebra * Distribution (number theory) *Distribution problems, a common type of problems in combinatorics where the goal i ...
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Cryptography
Cryptography, or cryptology (from grc, , translit=kryptós "hidden, secret"; and ''graphein'', "to write", or ''-logia'', "study", respectively), is the practice and study of techniques for secure communication in the presence of adversarial behavior. More generally, cryptography is about constructing and analyzing protocols that prevent third parties or the public from reading private messages. Modern cryptography exists at the intersection of the disciplines of mathematics, computer science, information security, electrical engineering, digital signal processing, physics, and others. Core concepts related to information security ( data confidentiality, data integrity, authentication, and non-repudiation) are also central to cryptography. Practical applications of cryptography include electronic commerce, chip-based payment cards, digital currencies, computer passwords, and military communications. Cryptography prior to the modern age was effectively synonymo ...
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Brute-force Search
In computer science, brute-force search or exhaustive search, also known as generate and test, is a very general problem-solving technique and algorithmic paradigm that consists of systematically enumerating all possible candidates for the solution and checking whether each candidate satisfies the problem's statement. A brute-force algorithm that finds the divisors of a natural number ''n'' would enumerate all integers from 1 to n, and check whether each of them divides ''n'' without remainder. A brute-force approach for the eight queens puzzle would examine all possible arrangements of 8 pieces on the 64-square chessboard and for each arrangement, check whether each (queen) piece can attack any other. While a brute-force search is simple to implement and will always find a solution if it exists, implementation costs are proportional to the number of candidate solutionswhich in many practical problems tends to grow very quickly as the size of the problem increases ( §Combinator ...
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Parallel Rendering
Parallel rendering (or distributed rendering) is the application of parallel programming to the computational domain of computer graphics. Rendering graphics can require massive computational resources for complex scenes that arise in scientific visualization, medical visualization, CAD applications, and virtual reality. Recent research has also suggested that parallel rendering can be applied to mobile gaming to decrease power consumption and increase graphical fidelity. Rendering is an embarrassingly parallel workload in multiple domains (e.g., pixels, objects, frames) and thus has been the subject of much research. Workload distribution There are two, often competing, reasons for using parallel rendering. Performance scaling allows frames to be rendered more quickly while data scaling allows larger data sets to be visualized. Different methods of distributing the workload tend to favor one type of scaling over the other. There can also be other advantages and disadvantages suc ...
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Video Frame
In filmmaking, video production, animation, and related fields, a frame is one of the many ''still images'' which compose the complete ''moving picture''. The term is derived from the historical development of film stock, in which the sequentially recorded single images look like a framed picture when examined individually. The term may also be used more generally as a noun or verb to refer to the edges of the image as seen in a camera viewfinder or projected on a screen. Thus, the camera operator can be said to keep a car in frame by panning with it as it speeds past. Overview When the moving picture is displayed, each frame is flashed on a screen for a short time (nowadays, usually 1/24, 1/25 or 1/30 of a second) and then immediately replaced by the next one. Persistence of vision blends the frames together, producing the illusion of a moving image. The frame is also sometimes used as a unit of time, so that a momentary event might be said to last six frames, the actual dur ...
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Computer Animation
Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refers to moving images. Modern computer animation usually uses 3D computer graphics to generate a three-dimensional picture. The target of the animation is sometimes the computer itself, while other times it is film. Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations. Computer-generated animations can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new image that is similar to it but advanced slightly in time (usually at a ra ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific c ...
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Rendering (computer Graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a ''scene file'' containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. Rendering is one of the major sub-topics of 3D computer graphics, and in practice it is always connected to the others. It is the last major step in the gr ...
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