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Abstract

E041 Playing with a Seismic Playstation C.J. Bednar* (Panorama Technologies Inc.) SUMMARY In this presentation we discuss seismic processing on a Sony PlayStation III (PS3). Rather than focus on only one computationally intensive algorithm we attempt to discuss various aspects of the more popular seismic imaging algorithms. We discuss the nature of software optimization in the context of the PS3's computational engine (CELL) and memory limitations as it relates to raytracing Kirchhoff imaging common azimuth imaging one-way dual-domain imaging full finite-difference two-way reverse-time imaging and the closely related and perhaps more interesting seismic modeling. Finally we compare computational speeds of

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/content/papers/10.3997/2214-4609.201401620
2007-06-11
2024-04-23
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http://instance.metastore.ingenta.com/content/papers/10.3997/2214-4609.201401620
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