The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative information about games is available. This paper focuses on analyzing a set of modern 3D games at the API call level and at the micro architectural level using the Attila simulator. […]

July 17, 2011 by hgpu

This paper presents a detailed description of an advanced real-time correlation-based stereo algorithm running completely on the graphics processing unit (GPU). This is important since it allows to free up the main processor for other tasks including high-level interpretation of the stereo results. Compared to previous GPU-based stereo implementations our implementation includes some advanced features […]

July 12, 2011 by hgpu

Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering of large unstructured meshes is a major research goal in the volume visualization community. While, for regular grids, texture-based techniques are well-suited for current GPUs, the steps necessary for rendering unstructured meshes are not so easily mapped to current hardware. […]

July 10, 2011 by hgpu

We present a sampling strategy and rendering framework for intersectable models, whose surface is implicitly defined by a black box intersection test that provides the location and normal of the closest intersection of a ray with the surface. To speed up image generation despite potentially slow intersection tests, our method exploits spatial coherence by adjusting […]

February 8, 2011 by hgpu

The Fourier volume rendering technique operates in the frequency domain and creates line integral projections of a 3D scalar field. These projections can be efficiently generated in O(N^2 log N) by utilizing the Fourier Slice-Projection theorem. However, until now, the mathematical difficulty of the Fast Fourier Transform prevented acceleration by graphics hardware and therefore limited […]

December 25, 2010 by hgpu

Traditional toon shading uses a 1D texture that describes how tone varies with surface orientation relative to a given light source. In this paper we describe two extensions to the basic algorithm that support view-dependent effects. First, we replace the 1D texture with a 2D texture whose second dimension corresponds to the desired “tone detail,” […]

December 4, 2010 by hgpu

In this work, the emphasis is on the development of strategies to realize techniques of numerical computing on the graphics chip. In particular, the focus is on the acceleration of techniques for solving sets of algebraic equations as they occur in numerical simulation. We introduce a framework for the implementation of linear algebra operators on […]

November 2, 2010 by hgpu