Posts
Dec, 5
GPU-accelerated affordance cueing based on visual attention
This work focuses on the relevance of visual attention in affordance-inspired robotics. Among all approaches in robotics related to Gibson’s concept of affordances the dealing with attention cues is only rudimentary. We are introducing this concept within the perception layer of our affordance-inspired robotic framework. In this context we present a high-performance visual attention system […]
Dec, 5
Improving the performance of spatial raster analysis in GIS using GPU
GIS spatial raster analysis has become a powerful tool for geographical phenomena. Unfortunately the computation-intensive raster operations are likely to create computer performance bottlenecks when running on the CPUs. Over the last few years, GPU performance has improved much more than CPU performance. For this reason, many researches have applied the GPUs for scientific, geometric […]
Dec, 4
GPU-based particle simulation with inter-collisions
In this paper, we present a new GPU-based particle system. The simulation runs entirely on the GPU, thus eliminating data transfer between CPU and GPU. The proposed system is able to simulate particles in confined environments, including support for inter-particle collisions, constraints, and particle-obstacle collisions. On modern graphics cards, the system simulates up to one […]
Dec, 4
In-memory grid files on graphics processors
Recently, graphics processing units, or GPUs, have become a viable alternative as commodity, parallel hardware for general-purpose computing, due to their massive data-parallelism, high memory bandwidth, and improved general-purpose programming interface. In this paper, we explore the use of GPU on the grid file, a traditional multidimensional access method. Considering the hardware characteristics of GPUs, […]
Dec, 4
Non-rigid multi-modal registration on the GPU
Non-rigid multi-modal registration of images/volumes is becoming increasingly necessary in many medical settings. While efficient registration algorithms have been published, the speed of the solutions is a problem in clinical applications. Harnessing the computational power of graphics processing unit (GPU) for general purpose computations has become increasingly popular in order to speed up algorithms further, […]
Dec, 4
GPUQP: query co-processing using graphics processors
We present GPUQP, a relational query engine that employs both CPUs and GPUs (Graphics Processing Units) for in-memory query co-processing. GPUs are commodity processors traditionally designed for graphics applications. Recent research has shown that they can accelerate some database operations orders of magnitude over CPUs. So far, there has been little work on how GPUs […]
Dec, 4
GPU Computing: Programming a Massively Parallel Processor
Many researchers have observed that general purpose computing with programmable graphics hardware (GPUs) has shown promise to solve many of the world’s compute intensive problems, many orders of magnitude faster the conventional CPUs. The challenge has been working within the constraints of a graphics programming environment and limited language support to leverage this huge performance […]
Dec, 4
Dynamic Warp Formation and Scheduling for Efficient GPU Control Flow
Recent advances in graphics processing units (GPUs) have resulted in massively parallel hardware that is easily programmable and widely available in commodity desktop computer systems. GPUs typically use single-instruction, multiple-data (SIMD) pipelines to achieve high performance with minimal overhead incurred by control hardware. Scalar threads are grouped together into SIMD batches, sometimes referred to as […]
Dec, 4
Parallel processing between GPU and CPU: Concepts in a game architecture
This paper presents a new game loop architecture concept that employs graphics processors (GPUs) for general-purpose computation (GPGPU). A critical issue in this field is the concept of process distribution between CPU and GPU. The presented architecture consists in a very efficient model for distribution, and it was mainly designed to support math and physics […]
Dec, 4
Lattice QCD as a video game
The speed, bandwidth and cost characteristics of today’s PC graphics cards make them an attractive target as general purpose computational platforms. High performance can be achieved also for lattice simulations but the actual implementation can be cumbersome. This paper outlines the architecture and programming model of modern graphics cards for the lattice practitioner with the […]
Dec, 4
Shared Sampling for Real-Time Alpha Matting
Image matting aims at extracting foreground elements from an image by means of color and opacity (alpha) estimation. While a lot of progress has been made in recent years on improving the accuracy of matting techniques, one common problem persisted: the low speed of matte computation. We present the first real-time matting technique for natural […]
Dec, 4
Abstract shade trees
As GPU-powered special effects become more sophisticated, it becomes harder to create and manage effect interaction using the fairly primitive shading languages. This difficulty also introduces a workflow problem: artists design effects but only programmers can implement them, making it impossible for them to work asynchronously.To address these problems we present abstract shade trees and […]