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Posts

Dec, 2

Computer generated holography using parallel commodity graphics hardware

This paper presents a novel method for using programmable graphics hardware to generate fringe patterns for SLM-based holographic displays. The algorithm is designed to take the programming constraints imposed by the graphics hardware pipeline model into consideration, and scales linearly with the number of object points. In contrast to previous methods we do not have […]
Dec, 2

Locality and parallelism optimization for dynamic programming algorithm in bioinformatics

Dynamic programming has been one of the most efficient approaches to sequence analysis and structure prediction in biology. However, their performance is limited due to the drastic increase in both the number of biological data and variety of the computer architectures. With regard to such predicament, this paper creates excellent algorithms aimed at addressing the […]
Dec, 2

GPU histogram computation

Due to the immense computational power of today’s graphics processors (GPU), general purpose computation on GPUs has become a vivid research area. The performance of algorithms running on GPUs highly depends on how well they can be arranged to fit and exploit the processors single instruction multiple data (SIMD) architecture. Many tasks that are considered […]
Dec, 2

FPGAs, GPUs and the PS2 – A Single Programming Methodology

Field programmable gate arrays (FPGAs), graphics processing units (GPUs) and Sony’s Playstation 2 vector units offer scope for hardware acceleration of applications. Implementing algorithms on multiple architectures can be a long and complicated process. We demonstrate an approach to compiling for FPGAs, GPUs and PS2 vector units using a unified description based on A Stream […]
Dec, 2

Motion Estimation for H.264/AVC using Programmable Graphics Hardware

We present an efficient implementation of motion estimation (ME) for H.264/AVC using programmable graphics hardware. The cost function for ME in H.264/AVC depends on the motion vector (MV) predictor which is the median MV of three neighboring coded blocks. Previous implementations assume no dependency among adjacent blocks, which is not true for H.264/AVC, they also […]
Dec, 2

Hardware accelerated multi-resolution geometry synthesis

In this paper, we propose a new technique for hardware accelerated multi-resolution geometry synthesis. The level of detail for a given viewpoint is created on-the-fly, allowing for an almost unlimited model resolution in rendering without excessive memory usage. The models consist of regularly sampled rectangular patches that are subdivided hierarchically by a programmable shader in […]
Dec, 2

The visual vulnerability spectrum: characterizing architectural vulnerability for graphics hardware

With shrinking process technology, the primary cause of transient faults in semiconductors shifts away from high-energy cosmic particle strikes and toward more mundane and pervasive causes—power fluctuations, crosstalk, and other random noise. Smaller transistor features require a lower critical charge to hold and change bits, which leads to faster microprocessors, but which also leads to […]
Dec, 2

Glift: Generic, efficient, random-access GPU data structures

This paper presents Glift, an abstraction and generic template library for defining complex, random-access graphics processor (GPU) data structures. Like modern CPU data structure libraries, Glift enables GPU programmers to separate algorithms from data structure definitions; thereby greatly simplifying algorithmic development and enabling reusable and interchangeable data structures. We characterize a large body of previously […]
Dec, 2

Real-time GPU rendering of piecewise algebraic surfaces

We consider the problem of real-time GPU rendering of algebraic surfaces defined by Bezier tetrahedra. These surfaces are rendered directly in terms of their polynomial representations, as opposed to a collection of approximating triangles, thereby eliminating tessellation artifacts and reducing memory usage. A key step in such algorithms is the computation of univariate polynomial coefficients […]
Dec, 2

Haptic feedback for the GPU-based surgical simulator

The GPU has proven to be a powerful processor to compute spring-mass based surgical simulations. It has not previously been shown however, how to effectively implement haptic interaction with a simulation running entirely on the GPU. This paper describes a method to calculate haptic feedback with limited performance cost. It allows easy balancing of the […]
Dec, 2

Interactive Point-based Isosurface Exploration and High-quality Rendering

We present an efficient point-based isosurface exploration system with high quality rendering. Our system incorporates two point-based isosurface extraction and visualization methods: edge splatting and the edge kernel method. In a volume, two neighboring voxels define an edge. The intersection points between the active edges and the isosurface are used for exact isosurface representation. The […]
Dec, 2

GPU-Based Interactive Visualization Techniques (Mathematics and Visualization)

Scientific visualization has become an important tool for visual analysis in many scientific, engineering, and medical disciplines. This book focuses on efficient visualization techniques, which are the prerequisite for the interactive exploration of complex data sets. High performance is primarily achieved by devising algorithms for the fast graphics processing units (GPUs) of modern graphics hardware. […]

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