Posts
Dec, 23
Iterative Methods for Visualization of Implicit Surfaces On GPU
The ray-casting of implicit surfaces on GPU has been explored in the last few years. However, until recently, they were restricted to second degree (quadrics). We present an iterative solution to ray cast cubics and quartics on GPU. Our solution targets efficient implementation, obtaining interactive rendering for thousands of surfaces per frame. We have given […]
Dec, 23
Parallel 3D Image Segmentation of Large Data Sets on a GPU Cluster
In this paper, we propose an inherent parallel scheme for 3D image segmentation of large volume data on a GPU cluster. This method originates from an extended Lattice Boltzmann Model (LBM), and provides a new numerical solution for solving the level set equation. As a local, explicit and parallel scheme, our method lends itself to […]
Dec, 23
Tabu Search on GPU
Nowadays Personal Computers (PCs) are often equipped with powerful, multi-core CPU. However, the processing power of the modern PC does not depend only of the processing power of the CPU and can be increased by proper use of the GPGPU, i.e. General-Purpose Computation Using Graphics Hardware. Modern graphics hardware, initially developed for computer graphics generation, […]
Dec, 23
Real-Time Weighted Pose-Space Deformation on the GPU
WPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation. The per-vertex computation required in WPSD can be parallelized in a SIMD (Single Instruction Multiple Data) manner and implemented on a GPU. While such vertex-parallel computation is often done on the GPU vertex processors, further parallelism can potentially be obtained […]
Dec, 22
GPU Rendering of Secondary Effects
In this paper we present an efficient data structure and algorithms for GPU ray tracing of secondary effects like reflections, refractions and shadows. Our method extends previous work on layered depth cubes in that it uses layered depth cubes as an adaptive space partitioning scheme for ray tracing. We propose a new method to efficiently […]
Dec, 22
A GPU based interactive modeling approach to designing fine level features
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level features on subdivision surfaces. Displacement mapping is a technique for adding fine geometric detail to surfaces by using two-dimensional height map to produce photo-realistic surfaces. Due to space inefficiency and time consuming to render displacement map, this technique is […]
Dec, 22
Concurrent Number Cruncher: An Efficient Sparse Linear Solver on the GPU
A wide class of geometry processing and PDE resolution methods needs to solve a linear system, where the non-zero pattern of the matrix is dictated by the connectivity matrix of the mesh. The advent of GPUs with their ever-growing amount of parallel horsepower makes them a tempting resource for such numerical computations. This can be […]
Dec, 22
Parallel Branch Prediction on GPU Platform
Branch Prediction is a common function in nowadays microprocessor. Branch predictor is duplicated into multiple copies in each core of a multicore and many-core processor and makes prediction for multiple concurrent running programs respectively. To evaluate the parallel branch prediction in many-core processor, existed schemes generally use a parallel simulator running in CPU which does […]
Dec, 22
Real-Time Tracking with Non-Rigid Geometric Templates Using the GPU
The tracking of features in real-time video streams forms the integral part of many important applications in human-computer interaction and computer vision. Unfortunately tracking is a computationally intensive task, since the video information used by the tracker is usually prepared by applying a series of image processing filters. Thus it is difficult to realize a […]
Dec, 22
Generating massive high-quality random numbers using GPU
Pseudo-random number generators (PRNG) have been intensively used in many stochastic algorithms in artificial intelligence, computer graphics and other scientific computing. However, the current commodity GPU design does not facilitate the efficient implementation of high-quality PRNGs that require high-precision integer arithmetics and bitwise operations. In this paper, we propose a framework to generate a high-quality […]
Dec, 22
Design and implementation of the Smith-Waterman algorithm on the CUDA-compatible GPU
This paper describes a design and implementation of the Smith-Waterman algorithm accelerated on the graphics processing unit (GPU). Our method is implemented using compute unified device architecture (CUDA), which is available on the nVIDIA GPU. The method efficiently uses on-chip shared memory to reduce the data amount being transferred between off-chip memory and processing elements […]
Dec, 22
Experiences with Cell-BE and GPU for Tomography
Tomography is a powerful technique for three-dimensional imaging, that deals with image reconstruction from a series of projection images, acquired along a range of viewing directions. An important part of any tomograph system is the reconstruction algorithm. Iterative reconstruction algorithms have many advantages over non-iterative methods, yet their running time can be prohibitively long. As […]