Posts
Dec, 10
GPU-based Fast Ray Casting for a Large Number of Metaballs
Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle-based simulations have been often visualized using a large number of metaballs, however, such visualizations have high rendering costs. In this paper we propose a fast technique […]
Dec, 10
Initial Experiences Porting a Bioinformatics Application to a Graphics Processor
Bioinformatics applications are one of the most relevant and compute-demanding applications today. While normally these applications are executed on clusters or dedicated parallel systems, in this work we explore the use of an alternative architecture. We focus on exploiting the compute-intensive characteristics offered by the graphics processors (GPU) in order to accelerate a bioinformatics application. […]
Dec, 10
GPU-based fast gamma index calcuation
The gamma-index dose comparison tool has been widely used to compare dose distributions in cancer radiotherapy. The accurate calculation of gamma-index requires an exhaustive search of the closest Euclidean distance in the high-resolution dose-distance space. This is a computational intensive task when dealing with 3D dose distributions. In this work, we combine a geometric method […]
Dec, 9
March of the Froblins: simulation and rendering massive crowds of intelligent and detailed creatures on GPU
Artificial intelligence (AI) is generally considered to be one of the key components of a computer game. Sometimes when we play a game, we may wish that the computer opponents were written better. At those times while playing against the computer, we feel that the game is unbalanced. Perhaps the computer player has been given […]
Dec, 9
A game loop architecture for the GPU used as a math coprocessor in real-time applications
This article concerns the use of a graphics processor unit (GPU) as a math co-processor in real-time applications in special games and physics simulations. To validate this approach, we present a new game loop architecture that employs GPUs for general-purpose computations (GPGPUs). A critical issue here is the process distribution between the CPU and the […]
Dec, 9
Interactive GPU-based adaptive cartoon-style rendering
In this paper we present a novel real-time cartoon-style rendering approach, which targets very large meshes. Cartoon drawing usually uses a limited number of colors for shading and emphasizes special effects, such as sharp curvature and silhouettes. It also paints the remaining large regions with uniform solid colors. Our approach quantizes light intensity to generate […]
Dec, 9
“Local Rank Differences” Image Feature Implemented on GPU
A currently popular trend in object detection and pattern recognition is usage of statistical classifiers, namely AdaBoost and its modifications. The speed performance of these classifiers largely depends on the low level image features they are using: both on the amount of information the feature provides and the executional time of its evaluation. Local Rank […]
Dec, 9
A GPU-based implementation of motion detection from a moving platform
We describe a GPU-based implementation of motion detection from a moving platform. Motion detection from a moving platform is inherently difficult as the moving camera induces 2D motion field in the entire image. A step compensating for camera motion is required prior to estimating of the background model. Due to inevitable registration errors, the background […]
Dec, 9
A framework for GPU-based application-independent 3D interactions
Direct manipulation using pointing devices commonly relies on basic interaction tasks such as selection and precise cursor positioning. Traditionally, such tasks use geometric attributes computed on the basis of application-dependent intersection algorithms on the CPU. However, with the recent ability of using GPUs to perform geometry modeling tasks and even to create new primitives on-the-fly, […]
Dec, 9
High-Quality Rendering of Quartic Spline Surfaces on the GPU
We present a novel GPU-based algorithm for high-quality rendering of bivariate spline surfaces. An essential difference to the known methods for rendering graph surfaces is that we use quartic smooth splines on triangulations rather than triangular meshes. Our rendering approach is direct in the sense that since we do not use an intermediate tessellation but […]
Dec, 9
A Resource Selection System for Cycle Stealing in GPU Grids
This paper presents a resource selection system for exploiting graphics processing units (GPUs) as general-purpose computational resources in desktop Grid environments. Our system allows Grid users to share remote GPUs, which are traditionally dedicated to local users who directly see the display output. The key contribution of the paper is to develop this novel system […]
Dec, 9
Stereoscopic Scene Flow Computation for 3D Motion Understanding
Building upon recent developments in optical flow and stereo matching estimation, we propose a variational framework for the estimation of stereoscopic scene flow, i.e., the motion of points in the three-dimensional world from stereo image sequences. The proposed algorithm takes into account image pairs from two consecutive times and computes both depth and a 3D […]