Feb, 2

Adaptive enhancement and noise reduction in very low light-level video

A general methodology for noise reduction and contrast enhancement in very noisy image data with low dynamic range is presented. Video footage recorded in very dim light is especially targeted. Smoothing kernels that automatically adapt to the local spatio-temporal intensity structure in the image sequences are constructed in order to preserve and enhance fine spatial […]
Feb, 2

Delta-stepping: a parallelizable shortest path algorithm

The single source shortest path problem for arbitrary directed graphs with n nodes, m edges and nonnegative edge weights can sequentially be solved using O(n log n + m) operations. However, no work-efficient parallel algorithm is known that runs in sublinear time for arbitrary graphs. In this paper we present a rather simple algorithm for […]
Feb, 2

OpenGL(R) ES 2.0 Programming Guide

OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices-including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers […]
Feb, 2

OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition)

OpenGL(R) SuperBible, Fifth Editionis the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all […]
Feb, 2

OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition)

OpenGL SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1′s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations […]
Feb, 2

High-Performance Neural Networks for Visual Object Classification

We present a fast, fully parameterizable GPU implementation of Convolutional Neural Network variants. Our feature extractors are neither carefully designed nor pre-wired, but rather learned in a supervised way. Our deep hierarchical architectures achieve the best published results on benchmarks for object classification (NORB, CIFAR10) and handwritten digit recognition (MNIST), with error rates of 2.53%, […]
Feb, 1

Modeling and generating complex motion blur for real-time tracking

This article addresses the problem of real-time visual tracking in presence of complex motion blur. Previous authors have observed that efficient tracking can be obtained by matching blurred images instead of applying the computationally expensive task of deblurring (H. Jin et al., 2005). The study was however limited to translational blur. In this work, we […]
Feb, 1

Line-art Illustration of Dynamic and Specular Surfaces

Line-art illustrations are effective tools for conveying shapes and shading of complex objects. We present a set of new algorithms to render line-art illustrations of dynamic and specular (reflective and refractive) surfaces. We first introduce a real-time principal direction estimation algorithm to determine the line stroke directions on dynamic opaque objects using neighboring normal ray […]
Feb, 1

Lazy Solid Texture Synthesis

Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the […]
Feb, 1

Algebraic Splats Representation for Point Based Models

The primitives of point-based representations are independent but are rendered using surfels, which approximate the immediate neighborhood of each point linearly. A large number of surfels are needed to convey the exact shape. Higher-order approximations of the local neighborhood have the potential to represent the shape using fewer primitives, simultaneously achieving higher rendering speeds. In […]
Feb, 1

SPH on GPU with CUDA

A Smoothed Particle Hydrodynamics (SPH) method for free surface flows has been implemented on a graphical processing unit (GPU) using the Compute Unified Device Architecture (CUDA) developed by Nvidia, resulting in tremendous speed-ups. The entire SPH code, with its three main components: neighbor list construction, force computation, and integration of the equation of motion, is […]
Feb, 1

Constraint Fluids on GPU

The processing power of graphics hardware has increased tremendously in the last several years and they are therefore used more and more outside of their intended domain of graphics rendering. This thesis describes the implementation and results of a fluid simulator, using the constraint fluid method, which harnesses the processing power of modern GPUs, in […]
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Free GPU computing nodes at hgpu.org

Registered users can now run their OpenCL application at hgpu.org. We provide 1 minute of computer time per each run on two nodes with two AMD and one nVidia graphics processing units, correspondingly. There are no restrictions on the number of starts.

The platforms are

Node 1
  • GPU device 0: AMD/ATI Radeon HD 5870 2GB, 850MHz
  • GPU device 1: AMD/ATI Radeon HD 6970 2GB, 880MHz
  • CPU: AMD Phenom II X6 @ 2.8GHz 1055T
  • RAM: 12GB
  • OS: OpenSUSE 13.1
  • SDK: AMD APP SDK 2.9
Node 2
  • GPU device 0: AMD/ATI Radeon HD 7970 3GB, 1000MHz
  • GPU device 1: nVidia GeForce GTX 560 Ti 2GB, 822MHz
  • CPU: Intel Core i7-2600 @ 3.4GHz
  • RAM: 16GB
  • OS: OpenSUSE 12.2
  • SDK: nVidia CUDA Toolkit 6.0.1, AMD APP SDK 2.9

Completed OpenCL project should be uploaded via User dashboard (see instructions and example there), compilation and execution terminal output logs will be provided to the user.

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