1882

Posts

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 […]
Nov, 29

Real-time multi-stereo depth estimation on GPU with approximative discontinuity handling

This paper describes a system for dense depth estimation for multiple images in real-time. The algorithm runs almost entirely on standard graphics hardware, leaving the main CPU free for other tasks as image capture, compression and storage during scene capture. We follow a plain-sweep approach extended by truncated SSD scores, shiftable windows and best camera […]
Nov, 28

StarPU: A Unified Platform for Task Scheduling on Heterogeneous Multicore Architectures

In the field of HPC, the current hardware trend is to design multiprocessor architectures that feature heterogeneous technologies such as specialized coprocessors (e.g. Cell/BE SPUs) or data-parallel accelerators (e.g. GPGPUs). Approaching the theoretical performance of these architectures is a complex issue. Indeed, substantial efforts have already been devoted to efficiently offload parts of the computations. […]
Nov, 28

Fast multipole methods on a cluster of GPUs for the meshless simulation of turbulence

Recent advances in the parallelizability of fast N-body algorithms, and the programmability of graphics processing units (GPUs) have opened a new path for particle based simulations. For the simulation of turbulence, vortex methods can now be considered as an interesting alternative to finite difference and spectral methods. The present study focuses on the efficient implementation […]
Nov, 28

Understanding software approaches for GPGPU reliability

Even though graphics processors (GPUs) are becoming increasingly popular for general purpose computing, current (and likely near future) generations of GPUs do not provide hardware support for detecting soft/hard errors in computation logic or memory storage cells since graphics applications are inherently fault tolerant. As a result, if an error occurs in GPUs during program […]
Nov, 28

Casting Shadows in Real Time

Shadows are crucial for enhancing realism and provide important visual cues. In recent years, many important contributions have been made both for hard shadows and soft shadows. Often spurred by the tremendous increase of computational power and capabilities of graphics hardware, much progress has been made concerning visual quality and speed, making high-quality real-time shadows […]
Nov, 28

Highly accelerated feature detection in proteomics data sets using modern graphics processing units

MOTIVATION: Mass spectrometry (MS) is one of the most important techniques for high-throughput analysis in proteomics research. Due to the large number of different proteins and their post-translationally modified variants, the amount of data generated by a single wetlab MS experiment can easily exceed several gigabytes. Hence, the time necessary to analyze and interpret the […]
Nov, 28

Scattering Points in Parallel Coordinates

In this paper, we present a novel parallel coordinates design integrated with points (Scattering Points in Parallel Coordinates, SPPC), by taking advantage of both parallel coordinates and scatterplots. Different from most multiple views visualization frameworks involving parallel coordinates where each visualization type occupies an individual window, we convert two selected neighboring coordinate axes into a […]

* * *

* * *

HGPU group © 2010-2024 hgpu.org

All rights belong to the respective authors

Contact us: