Filip Krijt
Physically-driven methods of simulating fluid dynamics and frequencybased ocean surface synthesis methods are of long-standing interest for the field of computer graphics. However, they have been historically used separately or without any interaction between them. This thesis focuses on the possibility of combining the approaches into one adaptive solution by proposing methods for unified surface […]
View View   Download Download (PDF)   
Seongjin Park, Jeongjin Lee, Hyunna Lee, Juneseuk Shin, Jinwook Seo, Kyoung Ho Lee, Yeong-Gil Shin, Bohyoung Kim
This paper presents a novel method for parallelizing the seeded region growing (SRG) algorithm using Compute Unified Device Architecture (CUDA) technology, with intent to overcome the theoretical weakness of SRG algorithm of its computation time being directly proportional to the size of a segmented region. The segmentation performance of the proposed CUDA-based SRG is compared […]
View View   Download Download (PDF)   
David H. Eberly
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11. GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering: Robustness, Accuracy, Speed, Quality source code that is easily maintained, reusable, and readable. The book primarily addresses programming on a graphics processing […]
Henry Schafer, Benjamin Keinert, Matthias Niessner, Christoph Buchenau, Michael Guthe, Marc Stamminger
We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are updated directly on the GPU based on a dynamically generated binary voxelization of the overlap region. Consequently, we can handle collisions with arbitrary animated geometry. Our approach […]
View View   Download Download (PDF)   
Christian B. Mendl, Steven Eliuk, Michelle Noga, Pierre Boulanger
This paper provides an extensive runtime, accuracy, and noise analysis of Computed Tomography (CT) reconstruction algorithms using various High-Performance Computing (HPC) frameworks such as: "conventional" multi-core, multi threaded CPUs, Compute Unified Device Architecture (CUDA), and DirectX or OpenGL graphics pipeline programming. The proposed algorithms exploit various built-in hardwired features of GPUs such as rasterization and […]
View View   Download Download (PDF)   
Derek John Morris, Eike Falk Anderson, Christopher Peters
Advances in the graphical realism of modern video games have been achieved mainly through the development of the GPU (Graphics Processing Unit), providing a dedicated graphics co-processor and framebuffer. The most recent GPU’s are extremely capable and so flexible that it is now possible to implement a wide range of algorithms on graphics hardware that […]
View View   Download Download (PDF)   
M.Chithik Raja
This paper focuses on An Overview of High Performance with GPU and CUDA Media Processing System. The GPU ubiquitous graphics processing unit in every PC, laptop, desktop computer, and workstation. In its most basic form, the GPU generates 2D and 3D graphics, images, and video that enable window based operating systems, graphical user interfaces, video […]
View View   Download Download (PDF)   
S.I. Potashnikov, A.S. Boyarchenkov, K.A. Nekrasov, A.Ya. Kupryazhkin
Our series of articles is devoted to high-precision molecular dynamics simulation of mixed actinide-oxide (MOX) fuel in the approximation of rigid ions and pair interactions (RIPI) using high-performance graphics processors (GPU). In this article we study self-diffusion mechanisms of oxygen anions in uranium dioxide (UO2) with the ten recent and widely used sets of interatomic […]
Simon Moll
Recently, in many important domains, high-level languages have become the code representations with widest platform support surpassing any low-level language in their area with respect to completeness and importance as exchange format (e.g. OpenCL for data-parallel computing, GLSL/HLSL for shader programs, JavaScript for the web). The code representations of many actively-developed compiler frameworks [JVM,LLVM,FIRM] are […]
View View   Download Download (PDF)   
He Jin, Fang Zhiyi, Ji Liang, Cai Ruicheng, Chen Lin
By further study of GPU architecture and GPU stream programming model. In this paper, uniform grid acceleration structure implements on the GPU stream programming model of the ray tracing. It has a lot of ray intersection calculations in the whole rendering process, reducing the efficiency of the whole scene rendering. Rendering without compromising the quality […]
View View   Download Download (PDF)   
Adam J. Shook
A method of generating Deep Shadow Maps from a 3D data set is presented. This method uses ray tracing on the GPU to accumulate opacity and store them in a deep shadow map. The deep shadow map is then sampled based on view direction to determine how much light got to a particular fragment. The […]
View View   Download Download (PDF)   
Brian Guenter, John Rapp, Mark Finch
Derivatives arise frequently in graphics and scientific computation applications. As GPU’s become more widely used for scientific computation the need for derivatives can be expected to increase. To meet this need we have added symbolic differentiation as a built in language feature in the HLSL shading language. The symbolic derivative is computed at compile time […]
View View   Download Download (PDF)   
Page 1 of 512345

* * *

* * *

Follow us on Twitter

HGPU group

1665 peoples are following HGPU @twitter

Like us on Facebook

HGPU group

339 people like HGPU on Facebook

* * *

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: nVidia GeForce GTX 560 Ti 2GB, 822MHz
  • 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: nVidia CUDA Toolkit 6.5.14, AMD APP SDK 3.0
Node 2
  • GPU device 0: AMD/ATI Radeon HD 7970 3GB, 1000MHz
  • GPU device 1: AMD/ATI Radeon HD 5870 2GB, 850MHz
  • CPU: Intel Core i7-2600 @ 3.4GHz
  • RAM: 16GB
  • OS: OpenSUSE 12.3
  • SDK: AMD APP SDK 3.0

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.

The information send to hgpu.org will be treated according to our Privacy Policy

HGPU group © 2010-2015 hgpu.org

All rights belong to the respective authors

Contact us: