2073

Posts

Dec, 9

A game loop architecture for the GPU used as a math coprocessor in real-time applications

This article concerns the use of a graphics processor unit (GPU) as a math co-processor in real-time applications in special games and physics simulations. To validate this approach, we present a new game loop architecture that employs GPUs for general-purpose computations (GPGPUs). A critical issue here is the process distribution between the CPU and the […]
Dec, 9

Interactive GPU-based adaptive cartoon-style rendering

In this paper we present a novel real-time cartoon-style rendering approach, which targets very large meshes. Cartoon drawing usually uses a limited number of colors for shading and emphasizes special effects, such as sharp curvature and silhouettes. It also paints the remaining large regions with uniform solid colors. Our approach quantizes light intensity to generate […]
Dec, 9

“Local Rank Differences” Image Feature Implemented on GPU

A currently popular trend in object detection and pattern recognition is usage of statistical classifiers, namely AdaBoost and its modifications. The speed performance of these classifiers largely depends on the low level image features they are using: both on the amount of information the feature provides and the executional time of its evaluation. Local Rank […]
Dec, 9

A GPU-based implementation of motion detection from a moving platform

We describe a GPU-based implementation of motion detection from a moving platform. Motion detection from a moving platform is inherently difficult as the moving camera induces 2D motion field in the entire image. A step compensating for camera motion is required prior to estimating of the background model. Due to inevitable registration errors, the background […]
Dec, 9

A framework for GPU-based application-independent 3D interactions

Direct manipulation using pointing devices commonly relies on basic interaction tasks such as selection and precise cursor positioning. Traditionally, such tasks use geometric attributes computed on the basis of application-dependent intersection algorithms on the CPU. However, with the recent ability of using GPUs to perform geometry modeling tasks and even to create new primitives on-the-fly, […]
Dec, 9

High-Quality Rendering of Quartic Spline Surfaces on the GPU

We present a novel GPU-based algorithm for high-quality rendering of bivariate spline surfaces. An essential difference to the known methods for rendering graph surfaces is that we use quartic smooth splines on triangulations rather than triangular meshes. Our rendering approach is direct in the sense that since we do not use an intermediate tessellation but […]
Dec, 9

A Resource Selection System for Cycle Stealing in GPU Grids

This paper presents a resource selection system for exploiting graphics processing units (GPUs) as general-purpose computational resources in desktop Grid environments. Our system allows Grid users to share remote GPUs, which are traditionally dedicated to local users who directly see the display output. The key contribution of the paper is to develop this novel system […]
Dec, 9

Stereoscopic Scene Flow Computation for 3D Motion Understanding

Building upon recent developments in optical flow and stereo matching estimation, we propose a variational framework for the estimation of stereoscopic scene flow, i.e., the motion of points in the three-dimensional world from stereo image sequences. The proposed algorithm takes into account image pairs from two consecutive times and computes both depth and a 3D […]
Dec, 9

FPGA-GPU architecture for kernel SVM pedestrian detection

We present a real-time multi-sensor architecture for video-based pedestrian detection used within a road side unit for intersection assistance. The entire system is implemented on available PC hardware, combining a frame grabber board with embedded FPGA and a graphics card into a powerful processing network. Giving classification performance top priority, we use HOG descriptors with […]
Dec, 8

The 11th IEEE/ACM International Symposium on Cluster, Cloud and Grid Computing 2011, CCGrid 2011

CCGrid 2011 is the eleventh in a series of successful international symposia and for the first time will take place in Newport Beach, CA, USA. Grid Computing started as a generalization of Cluster Computing, promising to deliver large scale levels of parallelism to high-performance applications by crossing administrative boundaries. Moreover, the use of computational and […]
Dec, 8

A new physics engine with automatic process distribution between CPU-GPU

The Graphics Processing Units or simply GPUs have evolved into extremely powerful and flexible processors. This flexibility and power have allowed new concepts in general purpose computation to emerge. This paper presents a new architecture for physics engines focusing on the simulation of rigid bodies with some of its methods implemented on the GPU. Sending […]
Dec, 8

GPU-based rendering of point-sampled water surfaces

Particle-based simulations are widely used to simulate fluids. We present a real-time rendering method for the results of particle-based simulations of water. Traditional approaches to visualize the results of particle-based simulations construct water surfaces that are usually represented by polygons. To construct water surfaces from the results of particle-based simulations, a density function is assigned […]

* * *

* * *

HGPU group © 2010-2025 hgpu.org

All rights belong to the respective authors

Contact us: