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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 […]
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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 […]
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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 […]
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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 […]
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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 […]
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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 […]
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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 […]
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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 […]
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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 […]
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Brian Guenter, Diego Nehab
Neon is a high-level domain-specific programming language for writing efficient image processing programs which can run on either the CPU or the GPU. End users write Neon programs in a C# programming environment. When the Neon program is executed, our optimizing code generator outputs human-readable source files for either the CPU or GPU. These source […]
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