Posts
Nov, 29
Hardware-Accelerated Adaptive EWA Volume Splatting
We present a hardware-accelerated adaptive EWA (elliptical weighted average) volume splatting algorithm. EWA splatting combines a Gaussian reconstruction kernel with a low-pass image filter for high image quality without aliasing artifacts or excessive blurring. We introduce a novel adaptive filtering scheme to reduce the computational cost of EWA splatting. We show how this algorithm can […]
Nov, 29
A flexible simulation framework for graphics architectures
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly configurable micro-architectural simulator of the GPU that uses the Chromium system’s ability to intercept and redirect an OpenGL stream. The simulator produces an annotated trace of graphics commands using […]
Nov, 29
Multi-camera real-time depth estimation with discontinuity handling on PC graphics hardware
This paper describes a system for dense depth estimation from multiple color images in real-time. Our algorithm runs almost entirely on standard graphics hardware, leaving the main CPU free for other tasks such as image capture and higher level recognition. We follow a plane-sweep approach extended by truncated SSD scores, spatially shiftable windows and best […]
Nov, 29
Real-time multi-stereo depth estimation on GPU with approximative discontinuity handling
This paper describes a system for dense depth estimation for multiple images in real-time. The algorithm runs almost entirely on standard graphics hardware, leaving the main CPU free for other tasks as image capture, compression and storage during scene capture. We follow a plain-sweep approach extended by truncated SSD scores, shiftable windows and best camera […]
Nov, 28
StarPU: A Unified Platform for Task Scheduling on Heterogeneous Multicore Architectures
In the field of HPC, the current hardware trend is to design multiprocessor architectures that feature heterogeneous technologies such as specialized coprocessors (e.g. Cell/BE SPUs) or data-parallel accelerators (e.g. GPGPUs). Approaching the theoretical performance of these architectures is a complex issue. Indeed, substantial efforts have already been devoted to efficiently offload parts of the computations. […]
Nov, 28
Fast multipole methods on a cluster of GPUs for the meshless simulation of turbulence
Recent advances in the parallelizability of fast N-body algorithms, and the programmability of graphics processing units (GPUs) have opened a new path for particle based simulations. For the simulation of turbulence, vortex methods can now be considered as an interesting alternative to finite difference and spectral methods. The present study focuses on the efficient implementation […]
Nov, 28
Understanding software approaches for GPGPU reliability
Even though graphics processors (GPUs) are becoming increasingly popular for general purpose computing, current (and likely near future) generations of GPUs do not provide hardware support for detecting soft/hard errors in computation logic or memory storage cells since graphics applications are inherently fault tolerant. As a result, if an error occurs in GPUs during program […]
Nov, 28
Highly accelerated feature detection in proteomics data sets using modern graphics processing units
MOTIVATION: Mass spectrometry (MS) is one of the most important techniques for high-throughput analysis in proteomics research. Due to the large number of different proteins and their post-translationally modified variants, the amount of data generated by a single wetlab MS experiment can easily exceed several gigabytes. Hence, the time necessary to analyze and interpret the […]
Nov, 28
Casting Shadows in Real Time
Shadows are crucial for enhancing realism and provide important visual cues. In recent years, many important contributions have been made both for hard shadows and soft shadows. Often spurred by the tremendous increase of computational power and capabilities of graphics hardware, much progress has been made concerning visual quality and speed, making high-quality real-time shadows […]
Nov, 28
Scattering Points in Parallel Coordinates
In this paper, we present a novel parallel coordinates design integrated with points (Scattering Points in Parallel Coordinates, SPPC), by taking advantage of both parallel coordinates and scatterplots. Different from most multiple views visualization frameworks involving parallel coordinates where each visualization type occupies an individual window, we convert two selected neighboring coordinate axes into a […]
Nov, 28
Patch-Based Image Vectorization with Automatic Curvilinear Feature Alignment
Raster image vectorization is increasingly important since vector-based graphical contents have been adopted in personal computers and on the Internet. In this paper, we introduce an effective vector-based representation and its associated vectorization algorithm for full-color raster images. There are two important characteristics of our representation. First, the image plane is decomposed into nonoverlapping parametric […]
Nov, 28
Depth map enhanced macroblock partitioning for H.264 video coding of computer graphics content
In this paper, we present a method to speed up video encoding of GPU rendered scenes. Modern video codecs, like H.264/AVC, are based on motion compensation and support partitioning of macroblocks, e.g. 16×16, 16×8, 8×8, 8×4 etc. In general, encoders use expensive search methods to determine suitable motion vectors and compare the rate-distortion score for […]