Viscothermal effects in air lead to a damping of high frequencies over time. Such effects cannot be neglected in large-scale room acoustics simulations for the full audible bandwidth. In this study, full-bandwidth room acoustics is modelled using a variant of the three-dimensional wave equation including viscothermal losses in air following from a simplification of the […]

July 28, 2014 by hgpu

The realistic simulation of ultrasound wave propagation is computationally intensive. The large size of the grid and low degree of reuse of data means that it places a great demand on memory bandwidth. Graphics Processing Units (GPUs) have attracted attention for performing scientific calculations due to their potential for efficiently performing large numbers of floating […]

June 20, 2014 by hgpu

This tutorial is written for beginners as an introduction to basic wave propagation using nite dierence method, from acoustic and elastic wave modeling, to reverse time migration and full waveform inversion. Most of the theoretical delineations summarized in this tutorial have been implemented in Madagascar with Matlab, C and CUDA programming, which will benet readers’ […]

June 8, 2014 by hgpu

As the era of Moore’s Law and increasing CPU clock rates nears its stopping point the focus of chip and hardware design has shifted to increasing the number of computation cores present on the chip. This increase can be most clearly seen in the rise of Graphic Processing Units (GPU) where hundreds or thousands of […]

May 23, 2014 by hgpu

Several acoustic simulation methods have been introduced during the past decades. Wave-based simulation methods have been one of the alternatives, but their applicability for wideband acoustic simulation has been limited by the computing power of available hardware. During recent years, the processing power and programmability of graphics processing units have improved, and therefore several wave-based […]

January 19, 2014 by hgpu

High performance underwater acoustic models are of great importance for enabling real-time acoustic source tracking, geoacoustic inversion, environmental monitoring and high-frequency underwater communications. Given the parallelizable nature of raytracing, in general, and of the ray superposition algorithm in particular, use of multiple computing units for the development of real-time efficient applications based on ray tracing […]

January 14, 2014 by hgpu

Given the tendency of creating interfaces between human and machines that increasingly allow simple ways of interaction, it is only natural that research effort is put into techniques that seek to simulate the most conventional mean of communication humans use: the speech. In the human auditory system, voice is automatically processed by the brain in […]

August 28, 2013 by hgpu

The sound field rendering is a technique to compute the sound field from the three-dimensional numerical models constructed in the computer, and it is the same concept as the graphics rendering in the computer graphics. In this paper, a GPU (Graphics Processing Unit) cluster system is applied to the sound field rendering for a large […]

August 2, 2013 by hgpu

Sound synthesis based on physical models of musical instruments is, ultimately, an exercise in numerical simulation. As such, for complex systems of the type seen in musical acoustics, simulation can be a computationally costly undertaking, particularly if simplifying hypotheses, such as those of traveling wave or mode decompositions are not employed. In this paper, large […]

June 26, 2013 by hgpu

In this paper, a room acoustics simulation using a finite difference approximation on a face-centered cubic (FCC) grid with finite volume impedance boundary conditions is presented. The finite difference scheme is accelerated on an Nvidia Tesla K20 graphics processing unit (GPU) using the CUDA programming language. A performance comparison is made between 27-point finite difference […]

June 25, 2013 by hgpu

The computation of virtual acoustics for physical modelling synthesis using the finite difference time domain is a computationally expensive process, especially at audio rates such as 44.1kHz. However, the high level of dataindependence is well suited to parallel architectures such as those provided by graphics processing units. This paper describes the use of the latest […]

June 14, 2013 by hgpu

In recent years, the computational power of modern processors has been increasing mainly because of the increase in the number of processor cores. Computationally intensive applications can gain from this trend only if they employ parallelism, such as thread-level parallelization. Geometric simulations can employ thread-level parallelization because the main part of a geometric simulation can […]

April 26, 2013 by hgpu