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Posts

Dec, 10

Real-Time Simulation of Medical Ultrasound from CT Images

Medical ultrasound interpretation requires a great deal of experience. Real-time simulation of medical ultrasound provides a cost-effective tool for training and easy access to a variety of cases and exercises. However, fully synthetic and realistic simulation of ultrasound is complex and extremely time-consuming. In this paper, we present a novel method for simulation of ultrasound […]
Dec, 10

Cost-effective medical image reconstruction: from clusters to graphics processing units

We demonstrate that for modern medical imaging applications, parallel implementations on traditional parallel architectures (clusters and multiprocessor servers) can be outperformed, both in terms of speed and cost-effectiveness, by new implementations on next-generation architectures like GPUs (Graphics Processing Units). Although, compared to clusters and multiprocessor servers, GPUs are rather small and much less expensive, they […]
Dec, 10

Larrabee: a many-core x86 architecture for visual computing

This paper presents a many-core visual computing architecture code named Larrabee, a new software rendering pipeline, a manycore programming model, and performance analysis for several applications. Larrabee uses multiple in-order x86 CPU cores that are augmented by a wide vector processor unit, as well as some fixed function logic blocks. This provides dramatically higher performance […]
Dec, 10

Parallel computing with graphics processing units for high-speed Monte Carlo simulation of photon migration

General-purpose computing on graphics processing units (GPGPU) is shown to dramatically increase the speed of Monte Carlo simulations of photon migration. In a standard simulation of time-resolved photon migration in a semi-infinite geometry, the proposed methodology executed on a low-cost graphics processing unit (GPU) is a factor 1000 faster than simulation performed on a single […]
Dec, 10

Graphical Processing Units for Quantum Chemistry

The authors provide a brief overview of electronic structure theory and detail their experiences implementing quantum chemistry methods on a graphical processing unit. They also analyze algorithm performance in terms of floating-point operations and memory bandwidth, and assess the adequacy of single-precision accuracy for quantum chemistry applications.
Dec, 10

GPU-based Fast Ray Casting for a Large Number of Metaballs

Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle-based simulations have been often visualized using a large number of metaballs, however, such visualizations have high rendering costs. In this paper we propose a fast technique […]
Dec, 10

Initial Experiences Porting a Bioinformatics Application to a Graphics Processor

Bioinformatics applications are one of the most relevant and compute-demanding applications today. While normally these applications are executed on clusters or dedicated parallel systems, in this work we explore the use of an alternative architecture. We focus on exploiting the compute-intensive characteristics offered by the graphics processors (GPU) in order to accelerate a bioinformatics application. […]
Dec, 10

GPU-based fast gamma index calcuation

The gamma-index dose comparison tool has been widely used to compare dose distributions in cancer radiotherapy. The accurate calculation of gamma-index requires an exhaustive search of the closest Euclidean distance in the high-resolution dose-distance space. This is a computational intensive task when dealing with 3D dose distributions. In this work, we combine a geometric method […]
Dec, 9

March of the Froblins: simulation and rendering massive crowds of intelligent and detailed creatures on GPU

Artificial intelligence (AI) is generally considered to be one of the key components of a computer game. Sometimes when we play a game, we may wish that the computer opponents were written better. At those times while playing against the computer, we feel that the game is unbalanced. Perhaps the computer player has been given […]
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 […]

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