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Shadi Alawneh, Dennis Peters
General Purpose computing on Graphics Processor Units (GPGPU) brings massively parallel computing (hundreds of compute cores) to the desktop at a reasonable cost, but requires that algorithms be carefully designed to take advantage of this power. The present work explores the possibilities of CUDA (NVIDIA Compute Unified Device Architecture) using GPGPU approach for 2D Triangulation […]
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A. Grundhofer, O. Bimber
Recent radiometric compensation techniques make it possible to project images onto colored and textured surfaces. This is realized with projector-camera systems by scanning the projection surface on a per-pixel basis. Using the captured information, a compensation image is calculated that neutralizes geometric distortions and color blending caused by the underlying surface. As a result, the […]
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Guillem Pratx, Garry Chinn, Frezghi Habte, Peter Olcott, Craig Levin
Advanced list-mode image reconstruction algorithms such as fully 3D list-mode ordered-subset expectation maximization (OSEM) are needed to exploit the potential performance of high-resolution PET systems with depth-of-interaction capabilities. However, such algorithms are computationally intensive. With the aim to accelerate list-mode 3D-OSEM, we investigated the use of graphics processing units (GPUs). Primarily designed to deliver high-definition […]
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Wallace Lages, Carlucio Cordeiro, Dorgival Guedes
We present an architecture for rendering multiple views efficiently on a cluster of GPUs. The original scene is sampled by virtual cameras which are used later to reconstruct the desired views. We show that this image-based approach can be very scalable and support rendering at interactive rates.
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Fumihiko Ino, Yuki Kotani, Yuma Munekawa, Kenichi Hagihara
This paper presents a parallel system capable of accelerating biological sequence alignment on the graphics processing unit (GPU) grid. The GPU grid in this paper is a desktop grid system that utilizes idle GPUs and CPUs in the office and home. Our parallel implementation employs a master-worker paradigm to accelerate Liu’s OpenGL-based algorithm that runs […]
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Sammy Rogmans, Jiangbo Lu, Gauthier Lafruit
This paper presents the system-level overview of a real-time image- based rendering framework performing multiple intermediate view synthesis, completely on the Graphics Processing Unit (GPU). The software design achieves high-performance, yet maintains flexibility and ease of development through a hierarchical layered architecture. The framework implements the intermediate view synthesis by a chain of consecutive processing […]
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Daniel A. Balciunas, Lucas P. Dulley, Marcelo K. Zuffo
We implemented a pipelined rendering system that pre-renders a reduced set of a scene using the raster method built in the graphics hardware. The computation performed by the graphics card is used as an estimate for evaluating the initial traversal points for a ray caster running on the CPU. This procedure replaces the use of […]
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Zhiguo Xu, Rajive Bagrodia
High-fidelity simulations of mixed wired and wireless network systems are dependent on detailed simulation models, especially in the lower layers of the network stack. However, detailed modeling can result in prohibitive computation cost. In recent years, commercial graphics cards (GPUs) have drawn attention from the general computing community due to the superior computation capability. In […]
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Zachary K Baker, Reid Porter
Vector and data-flow processors are particularly strong at dense, regular computation. Sparse, irregular data layouts cause problems because their unpredictable data access patterns prevent computational pipelines from filling effectively. A number of algorithms in image processing have been proposed which are not dense, and instead apply local neighborhood operations to a sparse, irregular set of […]
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Yang Su, Zhijie Xu
The discrete wavelet transform (DWT) has been extensively used for image compression and denoising in the areas of image processing and computer vision. However, the intensive computation of DWT due to its inherent multilevel data decomposition and reconstruction operations brings a bottleneck that drastically reduces its performance and implementations for real-time applications when facing large […]
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Thomas M. DuBois, Bryant Lee, Yi Wang, Marc Olano, Uzi Vishkin
The shading processors in graphics hardware are becoming increasingly general-purpose. We test, through simulation and benchmarking, the potential performance impact of replacing these processors with a fully general-purpose parallel processor, without the fixed-function graphics hardware legacy of current graphics processing units (GPUs). The representative general-purpose processor we test against is XMT (for explicit multi-threading), a […]
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Naveen Kumar Bolla, P. J. Narayanan
The primitives of point-based representations are independent but are rendered using surfels, which approximate the immediate neighborhood of each point linearly. A large number of surfels are needed to convey the exact shape. Higher-order approximations of the local neighborhood have the potential to represent the shape using fewer primitives, simultaneously achieving higher rendering speeds. In […]
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