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CUDA study 3. CUDA C language
Published:
Glossary of Terms
- Host: PC components (CPU, DRAM)
- Device: Graphics Card
CUDA study 2-5. Data Transfer Overhead
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Data Transfer Overhead
CUDA study 2-4. CUDA Kernel Function
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The CUDA kernel function operates as a combination of instructions executed on the GPU, enabling simultaneous multi-threaded execution across numerous cores.
CUDA study 2-3. Parallel Processing of CUDA Data
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The entire process of parallel processing data using CUDA is as follows.
CUDA study 2-2. Using Graphics Card Memory
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Allocation of graphics card memory
CUDA study 2-1. Basics
Published:
On this page, we will explore the principles of CUDA programs and parallel processing methods. Additionally, we will compare the data processing approaches of CPUs and CUDA, examine their strengths and weaknesses, and delve into the architecture of CUDA graphics cards.
CUDA study 1. Intro
Published:
These pages tagged with #CUDA summarizes my study of the book “CUDA Parallel Programming”. This page explains what CUDA is and why I want to study it.
portfolio
publications
Superpixel-Guided Sampling for Compact 3D Gaussian Splatting
Published in Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology (VRST), 2024
Superpixel-guided sampling initializes sparse but well-distributed Gaussians, giving compact 3D Gaussian Splatting with faster convergence at comparable quality.
Recommended citation: Myoung Gon Kim, SeungWon Jeong, Seohyeon Park, and JungHyun Han. (2024). "Superpixel-Guided Sampling for Compact 3D Gaussian Splatting." Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology (VRST ’24). doi:10.1145/3641825.3687719
How Many Are Enough? Effective Sample Counts in NeRF and 3DGS
Published in 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2025
A quantitative study of how input sparsity (1–100 views) affects reconstruction quality in NeRF and 3D Gaussian Splatting.
Recommended citation: SeungWon Jeong, B. Chen, and Taehyun Rhee. (2025). "How Many Are Enough? Effective Sample Counts in NeRF and 3DGS." 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct).
The Impact of Occlusion and Collision on Real–Virtual Interaction in Mixed Reality 360° Images
Published in 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2025
A user study using simulated 360° videos with pixel-aligned depth to measure how occlusion and collision affect visual realism and presence in MR.
Recommended citation: Andrew Chalmers, SeungWon Jeong, Xuteng Yuan, Fanglue Zhang, and Taehyun Rhee. (2025). "The Impact of Occlusion and Collision on Real–Virtual Interaction in Mixed Reality 360° Images." 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct).
Free-View XR Tours Using 3D Gaussian Splatting with an Avatar Guide
Published in 2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2026
An XR touring system for free-view exploration of photoreal 3DGS scenes, combining 6-DoF navigation with an avatar guide that delivers proximity-triggered narration.
Recommended citation: Mayura Manawadu, SeungWon Jeong, L. Li, B. Chen, and Taehyun Rhee. (2026). "Free-View XR Tours Using 3D Gaussian Splatting with an Avatar Guide." 2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).
Perceptual Thresholds of Sample Counts in AI-Augmented 3D Gaussian Splatting
Published in 2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2026
Perceptual thresholds governing how many samples are needed for high-quality AI-augmented 3D Gaussian Splatting.
Recommended citation: SeungWon Jeong, L. Li, B. Chen, and Taehyun Rhee. (2026). "Perceptual Thresholds of Sample Counts in AI-Augmented 3D Gaussian Splatting." 2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).
Flashover: Spatial Storytelling of Wildfire from Memory to Spatial Experience
Published in ACM SIGGRAPH 2026 (Experience Hall / Spatial Storytelling), 2026
A multi-zone installation using point-based volumetric imagery that turns firefighters’ memories of the Black Summer bushfires into an embodied spatial encounter. SIGGRAPH 2026 Experience Hall.
Recommended citation: Phillip Wilkinson, Robert Ellis Walton, SeungWon Jeong, and Taehyun Rhee. (2026). "Flashover: Spatial Storytelling of Wildfire from Memory to Spatial Experience." ACM SIGGRAPH 2026.
