Ivan Viola, Armin Kanitsar, Meister Eduard Groller
Non-linear filtering is an important task for volume analysis. This paper presents hardware-based implementations of various non-linear filters for volume smoothing with edge preservation. The Cg high-level shading language is used in combination with latest PC consumer graphics hardware. Filtering is divided into pervertex and per-fragment stages. In both stages we propose techniques to increase […]
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Yusuke Yasui, Takashi Kanai
We propose a method of subdivision surface quality assessment by reflection lines on programmable graphics hardware (GPU). Using reflection lines is effective for surface quality assessment because the shapes of these lines are changed according to a slight variance of surface shapes. This fact also implies that reflection lines should be calculated precisely. We introduce […]
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Derek T. Anderson, Robert H. Luke, James M. Keller
As the number of data points, feature dimensionality, and number of centers for clustering algorithms increase, computational tractability becomes a problem. The fuzzy c-means has a large degree of inherent algorithmic parallelism that modern CPU architectures do not exploit. Many pattern recognition algorithms can be sped up on a graphics processing unit (GPU) as long […]
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Xiaoming Wei, Ye Zhao, Zhe Fan, Wei Li, Feng Qiu, Suzanne Yoakum-Stover, Arie E. Kaufman
We present an approach for simulating the natural dynamics that emerge from the interaction between a flow field and immersed objects. We model the flow field using the lattice Boltzmann model (LBM) with boundary conditions appropriate for moving objects and accelerate the computation on commodity graphics hardware (GPU) to achieve real-time performance. The boundary conditions […]
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A.C. Jalba, J.B.T.M. Roerdink
A physically motivated method for surface reconstruction is proposed that can recover smooth surfaces from noisy and sparse data sets. No orientation information is required. By a new technique based on regularized-membrane potentials the input sample points are aggregated, leading to improved noise tolerability and outlier removal, without sacrificing much with respect to detail (feature) […]
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Fumihiko Ino, Manabu Matsui, Keigo Goda, Kenichi Hagihara
With the increasing programmability of graphics processing units (GPUs), these units are emerging as an attractive computing platform not only for traditional graphics computation but also for general-purpose computation. In this paper, to study the performance of programmable GPUs, we describe the design and implementation of LU decomposition as an example of numerical computation. To […]
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Nathan A. Carr, Jesse D. Hall, John C. Hart
We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models for light transport. We first use the new floating-point texture map formats to find matrix radiosity solutions for light transport in a diffuse environment, and […]
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Jesse D. Hall, John C. Hart
Iterative clustering algorithms based on Lloyds algorithm (often referred to as the k-means algorithm) have been used in a wide variety of areas, including graphics, computer vision, signal processing, compression, and computational geometry. We describe a method for accelerating many variants of iterative clustering by using programmable graphics hardware to perform the most computationally expensive […]
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Victor Moya del Barrio, Carlos Gonzalez, Jordi Roca, Agustin Fernandez
The present work presents a cycle-level execution-driven simulator for modern GPU architectures. We discuss the simulation model used for our GPU simulator, based in the concept of boxes and signals, and the relation between the timing simulator and the functional emulator. The simulation model we use helps to increase the accuracy and reduce the number […]
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Chandrajit Bajaj, Insung Ihm, Jungki Min, Jinsang Oh
The increased programmability of graphics hardware allows efficient GPU implementations of a wide range of general computations on commodity PCs. An important factor in such implementations is how to fully exploit the SIMD computing capacities offered by modern graphics processors. Linear expressions in the form of bar{y}= Abar{x}+ bar{b}, where A is a matrix, and […]
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Rosco Hill, James Fung and Steve Man
Realtime image processing provides a general framework for robust mediated reality problems. This paper presents a realtime mediated reality system that is built upon realtime image processing algorithms. It has been shown that the graphics processing unit (GPU) is capable of efficiently performing image processing tasks. The system presented uses a parallel GPU architecture for […]
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Naga K. Govindaraju, Dinesh Manocha
We present algorithms using graphics processing units (GPUs) to efficiently perform database management queries. Our algorithms use efficient data memory representations and storage models on GPUs to perform fast database computations. We present relational database algorithms that successfully exploit the high memory bandwidth and the inherent parallelism available in GPUs. We implement these algorithms on […]
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