The subject of occlusion culling of large 3D environments has received substantial contribution. However the major amount of research into the area has focussed on occlusion culling of static scenes using spatial partitioning. The primary aim of all these schemes is to minimize the load on the GPU by reducing the number of primitives to […]

August 4, 2011 by hgpu

The High Performance Embedded Computing Software Initiative (HPEC-SI) is developing a unified software framework for computation and communication for high performance signal processing tasks on parallel computers. The goal of the program is to address the high cost of software in Department of Defense (DoD) systems by improving the portability and productivity of signal processing […]

August 1, 2011 by hgpu

Separation of foreground objects from an almost constant backing color for video applications is still a common problem ([1]). For non-realtime situations there is a wide variety of different powerful mathematical approaches that can deal with most of the matting problems. For SD/HD studio realtime keyers most solutions are not applicable due to their algorithm […]

April 25, 2011 by hgpu

Dealing with high-resolution imagery with billions or trillions of samples is an enormous challenge that oftenoverwhelms the graphics subsystem of any computer. Silicon Graphics, Inc. addressed this issue by providing explicit hardwaresupport for offset registers and texture sub-loads in their InfiniteReality machine. The clipmap algorithm uses sub-textures andincremental updates based on a toroidal mapping to […]

March 19, 2011 by hgpu

This paper presents a study of the efficiency in applying modern Graphics Processing Units in symmetric key cryptographic solutions. It describes both traditional style approaches based on the OpenGL graphics API and new ones based on the recent technology trends of major hardware vendors. It presents an efficient implementation of the Advanced Encryption Standard (AES) […]

March 17, 2011 by hgpu

This paper presents a new method to evaluate and display trimmed NURBS surfaces using the Graphics Processing Unit (GPU). Trimmed NURBS surfaces, the de facto standard in commercial 3D CAD modeling packages, are currently tessellated into triangles before being sent to the graphics card for display since there is no native hardware support for NURBS. […]

March 16, 2011 by hgpu

Statistical algorithms such as Monte Carlo integration are good candidates to run on graphics processing units. The heart of these algorithms is random number generation, which generally has been done on the CPU. In this paper we present GPU implementations of three random number generators. We show how to overcome limitations of GPU hardware that […]

March 11, 2011 by hgpu

This paper demonstrates the simple yet effective usage of height fields for interactive landscape visualizations using a ray casting approach implemented in the pixel shader of modern graphics cards. The rendering performance is output sensitive, i.e., it scales with the number of pixels rather than the complexity of the landscape. Given a height field of […]

December 26, 2010 by hgpu

A wide class of geometry processing and PDE resolution methods needs to solve a linear system, where the non-zero pattern of the matrix is dictated by the connectivity matrix of the mesh. The advent of GPUs with their ever-growing amount of parallel horsepower makes them a tempting resource for such numerical computations. This can be […]

December 22, 2010 by hgpu

We present an implementation of general FFTs for graphics processing units (GPUs). Unlike most existing GPU FFT implementations, we handle both complex and real data of any size that can fit in a texture. The basic building block for our algorithms is a radix-2 Stockham formulation of the FFT for power-of-two data sizes that avoids […]

December 21, 2010 by hgpu

Commercial graphics processors (GPUs) have high compute capacity at very low cost, which makes them attractive for general purpose scientific computing. In this paper we show how graphics processors can be used for N-body simulations to obtain improvements in performance over current generation CPUs. We have developed a highly optimized algorithm for performing the O(N^2) […]

November 8, 2010 by hgpu

Modern graphics processing units (GPUs) have recently become fully programmable. Thus a powerful and cost-efficient new computational platform for surgical simulations has emerged. A broad selection of publications has shown that scientific computations obtain a significant speedup if ported from the CPU to the GPU. To take advantage of the GPU however, one must understand […]

November 5, 2010 by hgpu