1901

Posts

Nov, 30

Large steps in GPU-based deformable bodies simulation

The interactive deformation and visualization of volumetric objects is still a challenging problem for many application areas. We present a novel integrated system which implements physically-based deformation and volume visualization of tetrahedral meshes on modern graphics hardware by exploiting the last features of vertex and fragment shaders. We achieve fast and stable deformation of tetrahedral […]
Nov, 30

A GPU accelerated spring mass system for surgical simulation

There is a growing demand for surgical simulators to do fast and precise calculations of tissue deformation to simulate increasingly complex morphology in real-time. Unfortunately, even fast spring-mass based systems have slow convergence rates for large models. This paper presents a method to accelerate computation of a spring-mass system in order to simulate a complex […]
Nov, 30

GPU accelerated surgical simulators for complex morphology

Surgical training in virtual environments, surgical simulation in other words, has previously had difficulties in simulating deformation of complex morphology in real-time. Even fast spring-mass based systems had slow convergence rates for large models. This paper presents two methods to accelerate a spring-mass system in order to simulate a complex organ such as the heart. […]
Nov, 30

GPU-BLAST: Using graphics processors to accelerate protein sequence alignment

MOTIVATION: The Basic Local Alignment Search Tool (BLAST) is one of the most widely used bioinformatics tools. The widespread impact of BLAST is reflected in over 53,000 citations that this software has received in the past two decades, and the use of the word "blast" as a verb referring to biological sequence comparison. Any improvement […]
Nov, 29

Have GPUs made FPGAs redundant in the field of video processing?

Since the 1990s FPGAs have been popular for accelerating video processing applications. This paper presents GPUs (graphics processing units) as another viable solution, comparing their throughput with that of FPGAs. Previous work on using FPGAs and GPUs for video processing is analysed, grounds for comparison formulated and then exemplified through case studies of primary colour […]
Nov, 29

GPU-based Volume Rendering for Medical Image Visualization

During the quick advancements of medical image visualization and augmented virtual reality application, the low performance of the volume rendering algorithm is still a “bottle neck”. To facilitate the usage of well developed hardware resource, a novel graphics processing unit (GPU)-based volume ray-casting algorithm is proposed in this paper. Running on a normal PC, it […]
Nov, 29

Dynamic particle coupling for gpu-based fluid simulation

The main research approaches in Computational Fluid Dynamics (CFD) are grid-based (Euler) or based on particle motion (Lagrange). For interactive fluid simulation, techniques have been developed to use the Graphics Processing Unit (GPU) to speed up the computation using an Eulerian approach. This paper describes an approach for setting up a Lagrangian particle based fluid […]
Nov, 29

The GeForce 6 series GPU architecture

The previous chapter described how GPU architecture has changed as a result of computational and communications trends in microprocessing. This chapter describes the architecture of the GeForce 6 Series GPUs from NVIDIA, which owe their formidable computational power to their ability to take advantage of these trends. Most notably, we focus on the GeForce 6800 […]
Nov, 29

LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware

We present a novel algorithm to solve dense linear systems using graphics processors (GPUs). We reduce matrix decomposition and row operations to a series of rasterization problems on the GPU. These include new techniques for streaming index pairs, swapping rows and columns and parallelizing the computation to utilize multiple vertex and fragment processors. We also […]
Nov, 29

GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation

GPU Gems 2 isn’t meant to simply adorn your bookshelf-it’s required reading for anyone trying to keep pace with the rapid evolution of programmable graphics. If you’re serious about graphics, this book will take you to the edge of what the GPU can do. -Remi Arnaud, Graphics Architect at Sony Computer Entertainment. The topics covered […]
Nov, 29

Detection of collisions and self-collisions using image-space techniques

Image-space techniques have shown to be very efficient for collision detection in dynamic simulation and animation environments. This paper proposes a new image-space technique for efficient collision detection of arbitrarily shaped, water-tight objects. In contrast to existing approaches that do not consider self-collisions, our approach combines the image-space object representation with information on face orientation […]
Nov, 29

A survey of point-based techniques in computer graphics

In recent years point-based geometry has gained increasing attention as an alternative surface representation, both for efficient rendering and for flexible geometry processing of highly complex 3D-models. Point sampled objects do neither have to store nor to maintain globally consistent topological information. Therefore they are more flexible compared to triangle meshes when it comes to […]

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