Prajakta Tapkir, Saurabh Thakur, C. Bhattacharya
High resolution imagery from synthetic aperture radar (SAR) video data requires numerical computations of the order of gigaflops (GFLOP). The computational burden increases with the image size and the amount of input raw video signals. General purpose graphic processor units (GPGPU) can play a pivotal role in parallel processing the raw video data to generate […]
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Frederic Claux, Loic Barthe, David Vanderhaeghe, Jean-Pierre Jessel, Mathias Paulin
We propose a versatile pipeline to render B-Rep models interactively, precisely and without rendering-related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray-casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then […]
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Cheuk Yiu Ip, M. Adil Yalcin, David Luebke, Amitabh Varshney
We present PixelPie, a highly parallel geometric formulation of the Poisson-disk sampling problem on the graphics pipeline. Traditionally, generating a distribution by throwing darts and removing conflicts has been viewed as an inherently sequential process. In this paper, we present an efficient Poisson-disk sampling algorithm that uses rasterization in a highly parallel manner. Our technique […]
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Anton Sigitov, Thorsten Roth, Florian Mannuss, Andre Hinkenjann
Most Virtual Reality (VR) applications use rendering methods which implement local illumination models, simulating only direct interaction of light with 3D objects. They do not take into account the energy exchange between the objects themselves, making the resulting images look non-optimal. The main reason for this is the simulation of global illumination having a high […]
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I. Demir, R. Westermann
In this paper we present a technique which allows us to perform high quality and progressive response surface prediction from multidimensional input samples in an efficient manner. We utilize kriging interpolation to estimate a response surface which minimizes the expectation value and variance of the prediction error. High computational efficiency is achieved by employing parallel […]
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Vladimir Molchanov, Alexey Fofonov, Lars Linsen
For the visual analysis of multidimensional data, dimension reduction methods are commonly used to project to a lower-dimensional visual space. In the context of multifields, i.e., volume data with a multidimensional attribute space, the spatial arrangement of the samples in the volumetric domain can be exploited to generate a Continuous Representation of the Projected Attribute […]
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Rohit Nigam, Surinder Sood
Ray Casting is an important visual application, used to visualize 3D datasets, such as CT data used in medical imaging. High quality image generation algorithms, known as ray casting, cast rays through the volume, performing compositing of each voxel into a corresponding pixel, based on voxel opacity and color. Since all rays perform the computations […]
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Sulan Zhang, Qingsheng Zhu, Ji Liu, Lingqiu Zeng
When L-systems are applied to large and detailed 3D objects, the inherent serial geometric interpretation limits the speed of image generation. To accelerate the interpreting procedure, a Graphic Processing Unit (GPU) based method utilizing Compute Unified Device Architecture (CUDA) is proposed in this paper. The focused approach involves two phases: first is a sequential scan […]
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T. Auzinger, M. Wimmer, S. Jescke
This paper presents a parallel, implementation-friendly analytic visibility method for triangular meshes. Together with an analytic filter convolution, it allows for a fully analytic solution to anti-aliased 3D mesh rendering on parallel hardware. Building on recent works in computational geometry, we present a new edge-triangle intersection algorithm and a novel method to complete the boundaries […]
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J. Bikker
This thesis describes efficient rendering algorithms based on ray tracing, and the application of these algorithms to real-time games. Compared to rasterizationbased approaches, rendering based on ray tracing allows elegant and correct simulation of important global effects, such as shadows, reflections and refractions. The price for these benefits is performance: ray tracing is compute-intensive. This […]
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Michael Mara, David Luebke, Morgan McGuire
We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920×1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in […]
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Michael Driscoll
We present an interpretation of approximate subdivision surface evaluation in the language of linear algebra. Specifically, vertices in the refined mesh can be computed by left-multiplying the vector of control vertices by a sparse matrix we call the subdivision operator. This interpretation is rather general: it applies to any level of subdivision, it holds for […]
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Free GPU computing nodes at

Registered users can now run their OpenCL application at 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: AMD/ATI Radeon HD 5870 2GB, 850MHz
  • GPU device 1: AMD/ATI Radeon HD 6970 2GB, 880MHz
  • CPU: AMD Phenom II X6 @ 2.8GHz 1055T
  • RAM: 12GB
  • OS: OpenSUSE 11.4
  • SDK: AMD APP SDK 2.8
Node 2
  • GPU device 0: AMD/ATI Radeon HD 7970 3GB, 1000MHz
  • GPU device 1: nVidia GeForce GTX 560 Ti 2GB, 822MHz
  • CPU: Intel Core i7-2600 @ 3.4GHz
  • RAM: 16GB
  • OS: OpenSUSE 12.2
  • SDK: nVidia CUDA Toolkit 5.0.35, AMD APP SDK 2.8

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