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The paper presents a simulation and rendering model of three dimensional covective cloud evolution. The model is physically based, however its purpose is graphical. The main stress is put on balancing two parts of a model: the atmsphere simulation with convective motion of air and water vapor combined with rendering of semi-transparent and light-scattering clouds, in order to achieve realistic animation in real-time. We examine and compare two algorithmic approaches based on CPU and GPU computations.
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Volunteer environments usually consist of a large number of computing nodes, with highly dynamic characteristics, therefore reliable models for a planning of the whole computing are highly desired. An easy to implement approach to modelling and simulation of such environments May employ agent-based universal simulation frameworks, such as RePast or MASON. In the course of the paper the above-mentioned simulation frame Works are adapter to suport simulation of volunteer computing. After giving implementation details, selected results concerning computing time and speedup are given and are compared with the ones obtained from an actual volunteer environment.
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