11650
Philippe Helluy, Jonathan Jung
In this work we propose an efficient finite volume approximation of two-fluid flows. Our scheme is based on three ingredients. We first construct a conservative scheme that removes the pressure oscillations phenomenon at the interface. The construction relies on a random sampling at the interface [6, 5]. Secondly, we replace the exact Riemann solver by […]
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Knut Skogstrand Gjerden
Most relatively modern desktop or even laptop computers contain a graphics card useful for more than showing colors on a screen. In this paper, we make a case for why you should learn enough about GPU (graphics processing unit) computing to use as an accelerator or even replacement to your CPU code. We include an […]
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Anais Crestetto, Philippe Helluy, Jonathan Jung
We present several numerical simulations of conservation laws on recent multicore processors, such as GPU’s, using the OpenCL programming framework. Depending on the chosen numerical method, different implementation strategies have to be considered, for achieving the best performance. We explain how to program efficiently three methods: a finite volume approach on a structured grid, a […]
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Philippe Helluy, Jonathan Jung
In this paper, we propose a new very simple numerical method for solving liquid-gas compressible flows. Such flows are difficult to simulate because classical conservative finite volume schemes generate pressure oscillations at the liquid-gas interface. We extend to several dimensions the random choice scheme that we have previously constructed. The extension is performed through Strang […]
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Mathieu Le Muzic
In computer graphics, human hair simulation represents a challenging issue, and is still an active research subject nowadays. The problem comprises two complementary dimensions: the physical simulation and the rendering. While both aspects must be treated individually for each strand, they must also be treated globally due to interactions between hair strands. Because of the […]
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David Rodenas Pico
The aim of this thesis is to create or adapt a programming model in order to make multi-core processors accessible by almost every programmer. This objective includes existing codes and algorithms reuse, debuggability, and the capacity to introduce changes incrementally. We face multi-cores with many architectures including homogeneity versus heterogeneity and shared-memory versus distributed-memory. We […]
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Emmanuel d'Angelo, Johan Paratte, Gilles Puy, Pierre Vandergheynst
Vision is a natural tool for human-computer interaction, since it pro- vides visual feedback to the user and mimics some human behaviors. It requires however the fast and robust computation of motion primi- tives, which remains a difficult problem. In this work, we propose to apply some recent mathematical results about convex optimization to the […]
Philippe Helluy
We present a portable OpenCL implementation of the radix sort algorithm. We test it on several GPUs or CPUs in order to assess its good performances on different hardware. We also apply our implementation to the Particle-In-Cell (PIC) sorting, which is useful in plasma physics simulations.
Joel Svensson
Graphics Processing Units (GPUs) are evolving into powerful general purpose computing platforms. At first, GPU performance was driven by the requirements of 3D graphics computer games. To fit this workload, a GPU is a many-core processor suitable for the data-parallel programming paradigm. Today, GPUs come with hundreds of processing elements and a theoretical single precision […]

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