Posts
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 […]
Dec, 22
Real-Time Online Video Object Silhouette Extraction Using Graph Cuts on the GPU
Being able to find the silhouette of an object is a very important front-end processing step for many high-level computer vision techniques, such as Shape-from-Silhouette 3D reconstruction methods, object shape tracking, and pose estimation. Graph cuts have been proposed as a method for finding very accurate silhouettes which can be used as input to such […]
Dec, 22
Pushing the Envelope: Extreme Network Coding on the GPU
While it is well known that network coding achieves optimal flow rates in multicast sessions, its potential for practical use has remained to be a question, due to its high computational complexity. With GPU computing gaining momentum as a result of increased hardware capabilities and improved programmability, we show in this paper how the GPU […]
Dec, 22
Rapid Multipole Graph Drawing on the GPU
As graphics processors become powerful, ubiquitous and easier to program, they have also become more amenable to general purpose high-performance computing, including the computationally expensive task of drawing large graphs. This paper describes a new parallel analysis of the multipole method of graph drawing to support its efficient GPU implementation. We use a variation of […]
Dec, 21
Implementing mesh-based approaches for deformable objects on GPU
These latest years witnessed an impressive improvement of graphics hardware both in terms of features and in terms of computational power. This improvement can be easily observed in computer games, where effects which, until few years ago, could only be achieved with expensive CPU computation are now shown interactively. Although the GPU has been designed […]
Dec, 21
MIMD Interpretation on a GPU
Programming heterogeneous parallel computer systems is notoriously difficult, but MIMD models have proven to be portable across multi-core processors, clusters, and massively parallel systems. It would be highly desirable for GPUs (Graphics Processing Units) also to be able to leverage algorithms and programming tools designed for MIMD targets. Unfortunately, most GPU hardware implements a very […]
Dec, 21
GPU Acceleration of Iterative Clustering
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 […]
Dec, 21
Interactive visibility culling in complex environments using occlusion-switches
We present occlusion-switches for interactive visibility culling in complex 3D environments. An occlusion-switch consists of two GPUs (graphics processing units) and each GPU is used to either compute an occlusion representation or cull away primitives not visible from the current viewpoint. Moreover, we switch the roles of each GPU between successive frames. The visible primitives […]
Dec, 21
Fast computation of general Fourier Transforms on GPUS
We present an implementation of general FFTs for graphics processing units (GPUs). Unlike most existing GPU FFT implementations, we handle both complex and real data of any size that can fit in a texture. The basic building block for our algorithms is a radix-2 Stockham formulation of the FFT for power-of-two data sizes that avoids […]
Dec, 21
GPU-based parallel particle swarm optimization
A novel parallel approach to run standard particle swarm optimization (SPSO) on Graphic Processing Unit (GPU) is presented in this paper. By using the general-purpose computing ability of GPU and based on the software platform of Compute Unified Device Architecture (CUDA) from NVIDIA, SPSO can be executed in parallel on GPU. Experiments are conducted by […]