Posts
Dec, 11
Fast scan algorithms on graphics processors
Scan and segmented scan are important data-parallel primitives for a wide range of applications. We present fast, work-efficient algorithms for these primitives on graphics processing units (GPUs). We use novel data representations that map well to the GPU architecture. Our algorithms exploit shared memory to improve memory performance. We further improve the performance of our […]
Dec, 11
H.264/AVC motion estimation implementation on Compute Unified Device Architecture (CUDA)
Due to the rapid growth of graphics processing unit (GPU) processing capability, using GPU as a coprocessor to assist the central processing unit (CPU) in computing massive data becomes essential. In this paper, we present an efficient block-level parallel algorithm for the variable block size motion estimation (ME) in H.264/AVC with fractional pixel refinement on […]
Dec, 11
Linear genetic programming GPGPU on Microsoft’s Xbox 360
We describe how to harness the graphics processing abilities of a consumer video game console (Xbox 360) for general programming on graphics processing unit (GPGPU) purposes. In particular, we implement a linear GP (LGP) system to solve classification and regression problems. We conduct inter- and intra-platform benchmarking of the Xbox 360 and PC, using GPU […]
Dec, 11
Real-time stereographic rendering and display of medical images with programmable GPUs
The study was to explore the power and feasibility of using programmable graphics processing units (GPUs) for real-time rendering and displaying large 3D medical datasets for stereoscopic display workstation. Lung cancer screening CT images were used for developing GPU-based stereo rendering and displaying. The study was run on a personal computer with a 128 MB […]
Dec, 11
Towards acceleration of fault simulation using graphics processing units
In this paper, we explore the implementation of fault simulation on a Graphics Processing Unit (GPU). In particular, we implement a fault simulator that exploits thread level parallelism. Fault simulation is inherently parallelizable, and the large number of threads that can be computed in parallel on a GPU results in a natural fit for the […]
Dec, 11
Real-Time Translucent Rendering Using GPU-based Texture Space Importance Sampling
We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D model surface into an integration over a 2D texture space and then applying importance sampling based on the irradiance stored in the texture. Such a conversion leads to a […]
Dec, 11
GPU techniques for creating visually diverse crowds in real-time
Real-time crowds significantly improve the realism of virtual environments, therefore their use has increased considerably over the last few years in a variety of applications, including real-time games and virtual tourism. However, due to current hardware limitations, crowd variety tends to be sacrificed in order for the crowd simulation to execute in real-time, which decreases […]
Dec, 11
Single-pass GPU solid voxelization for real-time applications
In this paper, we present a single-pass technique to voxelize the interior of watertight 3D models with high resolution grids in real-time during a single rendering pass. Further, we develop a filtering algorithm to build a density estimate that allows the deduction of normals from the voxelized model. This is achieved via a dense packing […]
Dec, 11
Real-Time GPU Silhouette Refinement using Adaptively Blended Bezier Patches
We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bezier patches with varying level of detail. Furthermore, we show how our techniques can […]
Dec, 11
GPU-based point radiation for interactive volume sculpting and segmentation
Internal structures, features, and properties in volumetric datasets are mostly obscured and hidden. In order to reveal and explore them, appropriate tools are required to remove and carve the occluding materials and isolate and extract different regions of interest. We introduce a framework of interactive tools for real-time volume sculpting and segmentation. We utilize a […]
Dec, 11
GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display
We present a GPU accelerated volume ray casting system interactively driving a multi-user light field display. The display, driven by a single programmable GPU, is based on a specially arranged array of projectors and a holographic screen and provides full horizontal parallax. The characteristics of the display are exploited to develop a specialized volume rendering […]
Dec, 11
A GPU-based light hierarchy for real-time approximate illumination
Illumination rendering including environment lighting, indirect illumination, and subsurface scattering plays for many graphics applications such as games and VR systems. However, it is dificult to run in real-time due to its highly computational cost. We introduce a GPU-based light hierarchy for real-time approximation of the illumination. We store virtual point lights in images and […]