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Posts

Nov, 29

Particle filter on GPUs for real-time tracking

In this work, we have designed and implemented a preliminary real-time particle filter algorithm that makes use of a GPU to execute the algorithm’s main performance bottleneck. Our strategy uses a texture multiplication for reducing the computational efforts generated by a sequential evaluation. This work presents some similarities with the work of [Oh and Jung […]
Nov, 29

Shader algebra

An algebra consists of a set of objects and a set of operators that act on those objects. We treat shader programs as first-class objects and define two operators: connection and combination. Connection is functional composition: the outputs of one shader are fed into the inputs of another. Combination concatenates the input channels, output channels, […]
Nov, 29

Hardware-based simulation and collision detection for large particle systems

Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly limited by the transfer of particle data from the main processor to the graphics hardware (GPU) for rendering.This paper introduces a full GPU implementation […]
Nov, 29

Real-time 3D fluid simulation on GPU with complex obstacles

In this paper, we solve the 3D fluid dynamics problem in a complex environment by taking advantage of the parallelism and programmability of GPU. In difference from other methods, innovation is made in two aspects. Firstly, more general boundary conditions could be processed on GPU in our method. By the method, we generate the boundary […]
Nov, 29

Fast computation of database operations using graphics processors

We present new algorithms for performing fast computation of several common database operations on commodity graphics processors. Specifically, we consider operations such as conjunctive selections, aggregations, and semi-linear queries, which are essential computational components of typical database, data warehousing, and data mining applications. While graphics processing units (GPUs) have been designed for fast display of […]
Nov, 29

UberFlow: a GPU-based particle engine

We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, providing an effective means for the manipulation and rendering of particle data on the […]
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 […]

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