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Posts

Nov, 29

GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation

GPU Gems 2 isn’t meant to simply adorn your bookshelf-it’s required reading for anyone trying to keep pace with the rapid evolution of programmable graphics. If you’re serious about graphics, this book will take you to the edge of what the GPU can do. -Remi Arnaud, Graphics Architect at Sony Computer Entertainment. The topics covered […]
Nov, 29

Detection of collisions and self-collisions using image-space techniques

Image-space techniques have shown to be very efficient for collision detection in dynamic simulation and animation environments. This paper proposes a new image-space technique for efficient collision detection of arbitrarily shaped, water-tight objects. In contrast to existing approaches that do not consider self-collisions, our approach combines the image-space object representation with information on face orientation […]
Nov, 29

A survey of point-based techniques in computer graphics

In recent years point-based geometry has gained increasing attention as an alternative surface representation, both for efficient rendering and for flexible geometry processing of highly complex 3D-models. Point sampled objects do neither have to store nor to maintain globally consistent topological information. Therefore they are more flexible compared to triangle meshes when it comes to […]
Nov, 29

Shader algebra

An algebra consists of a set of objects and a set of operators that act on those objects. We treat shader programs as first-class objects and define two operators: connection and combination. Connection is functional composition: the outputs of one shader are fed into the inputs of another. Combination concatenates the input channels, output channels, […]
Nov, 29

Particle filter on GPUs for real-time tracking

In this work, we have designed and implemented a preliminary real-time particle filter algorithm that makes use of a GPU to execute the algorithm’s main performance bottleneck. Our strategy uses a texture multiplication for reducing the computational efforts generated by a sequential evaluation. This work presents some similarities with the work of [Oh and Jung […]
Nov, 29

Hardware-based simulation and collision detection for large particle systems

Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly limited by the transfer of particle data from the main processor to the graphics hardware (GPU) for rendering.This paper introduces a full GPU implementation […]
Nov, 29

Real-time 3D fluid simulation on GPU with complex obstacles

In this paper, we solve the 3D fluid dynamics problem in a complex environment by taking advantage of the parallelism and programmability of GPU. In difference from other methods, innovation is made in two aspects. Firstly, more general boundary conditions could be processed on GPU in our method. By the method, we generate the boundary […]
Nov, 29

Fast computation of database operations using graphics processors

We present new algorithms for performing fast computation of several common database operations on commodity graphics processors. Specifically, we consider operations such as conjunctive selections, aggregations, and semi-linear queries, which are essential computational components of typical database, data warehousing, and data mining applications. While graphics processing units (GPUs) have been designed for fast display of […]
Nov, 29

UberFlow: a GPU-based particle engine

We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, providing an effective means for the manipulation and rendering of particle data on the […]
Nov, 29

Hardware-Accelerated Adaptive EWA Volume Splatting

We present a hardware-accelerated adaptive EWA (elliptical weighted average) volume splatting algorithm. EWA splatting combines a Gaussian reconstruction kernel with a low-pass image filter for high image quality without aliasing artifacts or excessive blurring. We introduce a novel adaptive filtering scheme to reduce the computational cost of EWA splatting. We show how this algorithm can […]
Nov, 29

A flexible simulation framework for graphics architectures

In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly configurable micro-architectural simulator of the GPU that uses the Chromium system’s ability to intercept and redirect an OpenGL stream. The simulator produces an annotated trace of graphics commands using […]
Nov, 29

Multi-camera real-time depth estimation with discontinuity handling on PC graphics hardware

This paper describes a system for dense depth estimation from multiple color images in real-time. Our algorithm runs almost entirely on standard graphics hardware, leaving the main CPU free for other tasks such as image capture and higher level recognition. We follow a plane-sweep approach extended by truncated SSD scores, spatially shiftable windows and best […]

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