Posts
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
Improving GPU particle filter with shader model 3.0 for visual tracking
Human-Computer Interaction is evolving towards non-contact devices using perceptual user interfaces. Recent research in human motion analysis and visual object tracking make use of the Particle Filter (PF) framework. The PF algorithm enables the modeling of a stochastic process with an arbitrary probability density function, by approximating it numerically with a set of samples called […]
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. […]
Dec, 2
APEnet+: a 3D toroidal network enabling Petaflops scale Lattice QCD simulations on commodity clusters
Many scientific computations need multi-node parallelism for matching up both space (memory) and time (speed) ever-increasing requirements. The use of GPUs as accelerators introduces yet another level of complexity for the programmer and may potentially result in large overheads due to the complex memory hierarchy. Additionally, top-notch problems may easily employ more than a Petaflops […]
Dec, 1
Stable fluids
Building animation tools for fluid-like motions is an important and challenging problem with many applications in computer graphics. The use of physics-based models for fluid flow can greatly assist in creating such tools. Physical models, unlike key frame or procedural based techniques, permit an animator to almost effortlessly create interesting, swirling fluid-like behaviors. Also, the […]
Dec, 1
Fast computation of generalized Voronoi diagrams using graphics hardware
We present a new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware. We compute a discrete Voronoi diagram by rendering a three dimensional distance mesh for each Voronoi site. The polygonal mesh is a bounded-error approximation of a (possibly) non-linear function of the distance between a site and a […]