Posts
Dec, 7
Vector graphics depicting marbling flow
We present an efficient framework for generating marbled textures that can be exported into a vector graphics format based on an explicit surface tracking method (see Figure 1). The proposed method enables artists to create complex and realistic marbling textures that can be used for design purposes. Our algorithm is unique in that the marbling […]
Dec, 7
A Real-Time Multigrid Finite Hexahedra Method for Elasticity Simulation using CUDA
We present a multigrid approach for simulating elastic deformable objects in real time on recent NVIDIA GPU architectures. To accurately simulate large deformations we consider the co-rotated strain formulation. Our method is based on a finite element discretization of the deformable object using hexahedra. It draws upon recent work on multigrid schemes for the efficient […]
Dec, 7
GPU-based Monte Carlo simulation in neutron transport and finite differences heat equation evaluation
Graphics Processing Units (GPU) are high performance co-processors originally intended to improve the use and quality of computer graphics applications. Since researchers and practitioners realized the potential of using GPU for general purpose, their application has been extended to other fields out of computer graphics scope. The main objective of this work is to evaluate […]
Dec, 7
Simulation of Coarse-Grained Protein-Protein Interactions with Graphics Processing Units
We report a hybrid parallel central and graphics processing units (CPU-GPU) implementation of a coarse-grained model for replica exchange Monte Carlo (REMC) simulations of protein assemblies. We describe the design, optimization, validation, and benchmarking of our algorithms, particularly the parallelization strategy, which is specific to the requirements of GPU hardware. Performance evaluation of our hybrid […]
Dec, 6
Massive parallel LDPC decoding on GPU
Low-Density Parity-Check (LDPC) codes are powerful error correcting codes (ECC). They have recently been adopted by several data communication standards such as DVB-S2 and WiMax. LDPCs are represented by bipartite graphs, also called Tanner graphs, and their decoding demands very intensive computation. For that reason, VLSI dedicated architectures have been investigated and developed over the […]
Dec, 6
GPU-MEME: Using Graphics Hardware to Accelerate Motif Finding in DNA Sequences
Discovery of motifs that are repeated in groups of biological sequences is a major task in bioinformatics. Iterative methods such as expectation maximization (EM) are used as a common approach to find such patterns. However, corresponding algorithms are highly compute-intensive due to the small size and degenerate nature of biological motifs. Runtime requirements are likely […]
Dec, 6
Parallel SimRank computation on large graphs with iterative aggregation
Recently there has been a lot of interest in graph-based analysis. One of the most important aspects of graph-based analysis is to measure similarity between nodes in a graph. SimRank is a simple and influential measure of this kind, based on a solid graph theoretical model. However, existing methods on SimRank computation suffer from two […]
Dec, 6
BLAS Comparison on FPGA, CPU and GPU
High Performance Computing (HPC) or scientific codes are being executed across a wide variety of computing platforms from embedded processors to massively parallel GPUs. We present a comparison of the Basic Linear Algebra Subroutines (BLAS) using double-precision floating point on an FPGA, CPU and GPU. On the CPU and GPU, we utilize standard libraries on […]
Dec, 6
Skinning with dual quaternions
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a number of alternatives have been proposed in recent years. All of them successfully combat some of the artifacts, but none challenge the […]
Dec, 6
Real-Time Visibility-Based Fusion of Depth Maps
We present a viewpoint-based approach for the quick fusion of multiple stereo depth maps. Our method selects depth estimates for each pixel that minimize violations of visibility constraints and thus remove errors and inconsistencies from the depth maps to produce a consistent surface. We advocate a two-stage process in which the first stage generates potentially […]
Dec, 6
Passive-Active Geometric Calibration for View-Dependent Projections onto Arbitrary Surfaces
In this paper we present a hybrid technique for correcting distortions that appear when projecting images onto geometrically complex, colored and textured surfaces. It analyzes the optical flow that results from perspective distortions during motions of the observer and tries to use this information for computing the correct image warping. If this fails due to […]
Dec, 6
Adaptive load balancing for raycasting of non-uniformly bricked volumes
We describe a sort-last parallel volume rendering system based on single pass volume raycasting performed in the fragment shader unit. The architecture is aimed for displaying data sets that utilize the total distributed texture memory at interactive framerates. We use non-uniform texture bricks that are constructed and distributed by means of a kd-tree to employ […]

