M. Zhou
Ray tracing is an important and widely used tool in computer graphic. Entertainment and game industry have already bene t a lot from ray tracing. However, designers and end-users are forced to use off-line ray tracing tools for a long time due to the high computation load. In ray tracing, most of the computation is concentrated […]
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Fabian Gieseke, Justin Heinermann, Cosmin Oancea, Christian Igel
We present a new approach for combining k-d trees and graphics processing units for nearest neighbor search. It is well known that a direct combination of these tools leads to a non-satisfying performance due to conditional computations and suboptimal memory accesses. To alleviate these problems, we propose a variant of the classical k-d tree data […]
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Taejung Park, Yangmi Lim
We propose a parallel ray-tracing technique to visualize signed distance fields generated from triangular meshes based on NVIDIA OptiX. Our method visualizes signed distance fields with various distance offset values at interactive rates (2-12 fps). Our method utilizes a parallel kd-tree implementation to query the nearest triangle and the sphere tracing method to visualize the […]
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Michael Goldfarb, Youngjoon Jo, Milind Kulkarni
With the advent of programmer-friendly GPU computing environments, there has been much interest in offloading workloads that can exploit the high degree of parallelism available on modern GPUs. Exploiting this parallelism and optimizing for the GPU memory hierarchy is well-understood for regular applications that operate on dense data structures such as arrays and matrices. However, […]
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Tao Liao, Yongjie Zhang, Peter M. Kekenes-Huskey, Yuhui Cheng, Anushka Michailova, Andrew D. McCulloch, Michael Holst, J. Andrew McCammon
Multi-scale modeling plays an important role in understanding the structure and biological functionalities of large biomolecular complexes. In this paper, we present an efficient computational framework to construct multi-scale models from atomic resolution data in the Protein Data Bank (PDB), which is accelerated by multi-core CPU and programmable Graphics Processing Units (GPU). A multi-level summation […]
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Guangfu Shi
Photon mapping is a popular extension to the classic ray tracing algorithm in the field of realistic image synthesis. Moreover, it benefits from the massive parallelism computational power brought by recent developments in graphics processor hardware and programming models. However rendering the scenes with dynamic lights still greatly limits the performance due to the re-construction […]
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Kai Xiao, Danny Z. Chen, X. Sharon Hu, Bo Zhou
Shared memory many-core processors such as GPUs have been extensively used in accelerating computation-intensive algorithms and applications. When porting existing algorithms from sequential or other parallel architecture models to shared memory many-core architectures, non-trivial modifications are often needed in order to match the execution patterns of the target algorithms with the characteristics of many-core architectures. […]
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Ralf Kaehler, Tom Abel
Structured Adaptive Mesh Refinement (SAMR) is a popular numerical technique to study processes with high spatial and temporal dynamic range. It reduces computational requirements by adapting the lattice on which the underlying differential equations are solved to most efficiently represent the solution. Particularly in astrophysics and cosmology such simulations now can capture spatial scales ten […]
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Serkan Ergun, Murat Kurt, Aydin Ozturk
We present a new real-time importance sampling algorithm for environment maps. Our method is based on representing environment maps using kd-tree structures, and generating samples with a single data lookup. An efficient algorithm has been developed for realtime image-based lighting applications. In this paper, we compared our algorithm with Inversion method [Fishman 1996]. We show […]
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Yuanlong Wang, Ping Guo
According to the GPU storage characteristics, a parallel ray tracing algorithm is proposed in this paper, in which the KD-tree is adopted as the accelerating structure. The nodes are continuously spitted using intermediate plane of each axis, respectively, while the built KD-tree is stored in the texture memory of GPUs. The triangles in a scene […]
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Jean-Patrick Roccia, Mathias Paulin, Christophe Coustet
We propose an hybrid CPU-GPU ray-tracing implementation based on an optimal Kd-Tree as acceleration structure. The construction and traversal of this KD-tree takes benefit from both the CPU and the GPU to achieve high-performance ray-tracing on mainstream hardware. Our approach, flexible enough to use only a single computing unit (CPU or GPU), is able to […]
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Byungjoo Kim, Ku-Jin Kim, Joon-Kyung Seong
A method is presented for computing the SES (solvent excluded surface) of a protein molecule in interactive-time based on GPU (graphics processing unit) acceleration. First, the offset surface of the van der Waals spheres is sampled using an offset distance d that corresponds to the radius of the solvent probe. The SES is then constructed […]
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