1975

Posts

Dec, 4

Continuous Level of Detail on Graphics Hardware

Recent advances in graphics hardware provide new possibilities to successfully integrate and improve multiresolution models. In this paper, we present a new continuous multiresolution model that maintains its geometry, based on triangle strips, in high-performance memory in the GPU. This model manages the level of detail by performing fast strip updating operations. We show how […]
Dec, 4

Deformable object simulation in virtual environment

We implement deformable virtual object simulations on modern graphics hardware. The deformable objects are modeled using mass spring method. With a large set of mass nodes and springs, the real-time simulations are able to be accomplished using the computational power of GPU. Traditionally, this kind of virtual simulation is difficult to achieve interactive frame rates […]
Dec, 4

Two-stage compression for fast volume rendering of time-varying scalar data

This paper presents a two-stage compression method for accelerating GPU-based volume rendering of time-varying scalar data. Our method aims at reducing transfer time by compressing not only the data transferred from disk to main memory but also that from main memory to video memory. In order to achieve this reduction, the proposed method uses packed […]
Dec, 4

Radiative Heat Transfer Simulation Using Programmable Graphics Hardware

To analyze physical behaviors of a thermal environment, we have to simulate several heat transfer phenomena such as heat conduction, convection, and radiation. Among those phenomena, radiative heat transfer simulation is much time-consuming. In this paper, therefore, one of acceleration techniques developed in the graphics community that exploits a graphics processing unit (GPU) is applied […]
Dec, 4

Perfect spatial hashing

We explore using hashing to pack sparse data into a compact table while retaining efficient random access. Specifically, we design a perfect multidimensional hash function — one that is precomputed on static data to have no hash collisions. Because our hash function makes a single reference to a small offset table, queries always involve exactly […]
Dec, 4

GPU-friendly warped display for scope-maintained video surveillance

In this paper, we propose an efficient technique for warped display of surveillance video signal. Usually, there are regions of interest (ROIs) in video surveillance, such as entrance or exit, and moving objects or persons. The surveillant has two or more conflicting goals in mind. He/She wants to blow up the ROIs, but also wants […]
Dec, 4

Spectral volume rendering using GPU-based raycasting

Traditional volume rendering does not incorporate a number of optical properties that are typically observed for semi-transparent materials, such as glass or water, in the real world. Therefore, we have extended GPU-based raycasting to spectral volume rendering based on the Kubelka-Munk theory for light propagation in parallel colorant layers of a turbid medium. This allows […]
Dec, 3

Tenth IEEE International Workshop on High Performance Computational Biology, HiCOMB 2011

High-performance computing is fast becoming an integral part of research and application in bioinformatics and computational biology. The large size of biological data sets, inherent complexity of biological problems and the ability to deal with error-prone data all result in large run-time and memory requirements. The goal of this workshop is to provide a forum […]
Dec, 3

Computer Architecture and Operating System co-design, CAOS ‘2011

Multi-core and/or multi-threaded architectures are monopolizing the market, from embedded systems to supercomputers. However, extracting high performance from these modern systems has become a complex task. As the number of cores per chip and/or the number of hardware threads per core continue to increase, new research questions arise in scheduling, power, temperature, scalability, design complexity, […]
Dec, 3

Implementing an embedded GPU language by combining translation and generation

Dynamic languages typically allow programs to be written at a very high level of abstraction. But their dynamic nature makes it very hard to compile such languages, meaning that a price has to be paid in terms of performance. However under certain restricted conditions compilation is possible. In this paper we describe how a domain […]
Dec, 3

Technical aspects of the GPU accelerated surgical simulator

When a child is born with a malformed heart, an accurate understanding of the complex morphology and related surgical strategies is important to paediatric cardiac surgeons. Through our interdisciplinary research with paediatric cardiac surgeons we have developed a surgical simulator for this purpose. The complex morphology of a heart model requires highly detailed geometry, both […]
Dec, 3

GPU Floating-Point Paranoia

Up until the late eighties, each computer vendor was left to develop their own conventions for floating-point computation as they saw fit. As a result, programmers needed to familiarize themselves with the peculiarities of each system in order to write effective software and evaluate numerical error. In 1987, a standard was established for floating-point computation […]

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