Posts
Dec, 28
NVIDIA CUDA software and gpu parallel computing architecture
In the past, graphics processors were special purpose hardwired application accelerators, suitable only for conventional rasterization-style graphics applications. Modern GPUs are now fully programmable, massively parallel floating point processors. This talk will describe NVIDIA’s massively multithreaded computing architecture and CUDA software for GPU computing. The architecture is a scalable, highly parallel architecture that delivers high […]
Dec, 28
Interactively Rendering Dynamic Caustics on GPU
In this paper, a new technique is presented for interactive rendering of caustics fully processed on GPU. Without any pre-computation required, the algorithm can directly render refractive caustics from complex deformable transparent objects onto an opaque receiver surface. By the technique we accurately trace the path of the photons and calculate the energy carried by […]
Dec, 28
A low-power handheld GPU using logarithmic arithmetic and triple DVFS power domains
In this paper, a low-power GPU architecture is described for the handheld systems with limited power and area budgets. The GPU is designed using logarithmic arithmetic for power- and area-efficient design. For this GPU, a multifunction unit is proposed based on the hybrid number system of floating-point and logarithmic numbers and the matrix, vector, and […]
Dec, 28
GPU Accelerated Gesture Detection for Real Time Interaction
Over the past years, the interaction between humans and computers (HCI) evolved to one of the most important research topics in computer science. Therefore, finding a way for an intuitive, easy and affordable interaction is the main challenge. Optical markerless tracking using consumer hardware can satisfy these problems. However, in order to be able to […]
Dec, 28
A GPU Sub-pixel Algorithm for Autostereoscopic Virtual Reality
Autostereoscopic displays enable unencumbered immersive virtual reality, but at a significant computational expense. This expense impacts the feasibility of autostereo displays in high-performance real-time interactive applications. A new autostereo rendering algorithm named autostereo combiner addresses this problem using the programmable vertex and fragment pipelines of modern graphics processing units (GPUs). This algorithm is applied to […]
Dec, 28
Fast Hydraulic Erosion Simulation and Visualization on GPU
Natural mountains and valleys are gradually eroded by rainfall and river flows. Physically-based modeling of this complex phenomenon is a major concern in producing realistic synthesized terrains. However, despite some recent improvements, existing algorithms are still computationally expensive, leading to a time-consuming process fairly impractical for terrain designers and 3D artists. In this paper, we […]
Dec, 28
Simulation of deformable environment with haptic feedback on GPU
Interactive simulations of deformable bodies are a growing research area with possible applications in several fields, i.e. computer aided surgery. The main implementation issue is to mimic the real behavior of the body at the extremely high rates required by haptic devices. Since even high-end computers have inadequate performance, one possible solution is to exploit […]
Dec, 28
GPU acceleration of numerical weather prediction
Weather and climate prediction software has enjoyed the benefits of exponentially increasing processor power for almost 50 years. Even with the advent of large-scale parallelism in weather models, much of the performance increase has come from increasing processor speed rather than increased parallelism. This free ride is nearly over. Recent results also indicate that simply […]
Dec, 27
Cellular automaton for ultra-fast watershed transform on GPU
In this paper we describe a cellular automaton (CA) used to perform the watershed transform in N-D images. Our method is based on image integration via the Ford-Bellman shortest paths algorithm. Due to the local nature of CA algorithms we show that they are designed to run on massively parallel processors and therefore, be efficiently […]
Dec, 27
Using Reconfigurable Logic to Optimise GPU Memory Accesses
Memory access patterns common in video processing algorithms, which are unsuited to the GPU (Graphics Processing Unit) memory system, are identified. We develop REDA (Reconfigurable Engine for Data Access) to improve GPU performance for such access patterns, by employing reconfigurable logic for address mapping. It is shown that a sixty times reduction in number of […]
Dec, 27
BVH for efficient raytracing of dynamic metaballs on GPU
Metaballs [Bloomenthal 1997] are effective to represent fluids and similar complex and deformable geometries, but their implicit nature makes difficult their visualization in real time. A common strategy is to tessellate the resulting isosurface and to render it on GPU, but it scales poorly as the number of metaballs increases. Kanamori et al. [2008] efficiently […]
Dec, 27
GPU Supported Patch-Based Tessellation for Dual Subdivision
A novel patch-based tessellation method for a dual subdivision scheme, the Doo-Sabin subdivision, is presented. Patch-based refinement for face-split subdivision schemes such as Catmull-Clark subdivision or Loop subdivision has been widely studied. But there is no patch-based tessellation algorithm for dual subdivision scheme yet. The method presented in this paper is the first attempt to […]