Posts
Dec, 12
Deformation modeling using global medial representation structures and evaluation by biset mesh matching
In this paper, we present a novel hybrid deformation model using global mass-spring medial representation structures and local finite element model. We employ the hybrid models, by fully calculating the FEM deformation in the local operation part while only calculating the global deformation by medial representation method. To achieve the real-time requirement of realistic deformable […]
Dec, 11
Online Dynamic Graph Drawing
This paper presents an algorithm for drawing a sequence of graphs online. The algorithm strives to maintain the global structure of the graph and thus the user’s mental map, while allowing arbitrary modifications between consecutive layouts. The algorithm works online and uses various execution culling methods in order to reduce the layout time and handle […]
Dec, 11
High performance computing for deformable image registration: Towards a new paradigm in adaptive radiotherapy
The advent of readily available temporal imaging or time series volumetric (4D) imaging has become an indispensable component of treatment planning and adaptive radiotherapy (ART) at many radiotherapy centers. Deformable image registration (DIR) is also used in other areas of medical imaging, including motion corrected image reconstruction. Due to long computation time, clinical applications of […]
Dec, 11
Accelerating Reed-Solomon coding in RAID systems with GPUs
Graphical Processing Units (GPUs) have been applied to more types of computations than just graphics processing for several years. Until recently, however, GPU hardware has not been capable of efficiently performing general data processing tasks. With the advent of more general-purpose extensions to GPUs, many more types of computations are now possible. One such computation […]
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 […]