1918

Posts

Nov, 30

Efficient relational database management using graphics processors

We present algorithms using graphics processing units (GPUs) to efficiently perform database management queries. Our algorithms use efficient data memory representations and storage models on GPUs to perform fast database computations. We present relational database algorithms that successfully exploit the high memory bandwidth and the inherent parallelism available in GPUs. We implement these algorithms on […]
Nov, 30

Physically-Based Sound Synthesis on GPUs

Modal synthesis is a physically-motivated sound modeling method. It has been successfully used in many applications. However, if large number of modes are involved in a simulated scene, it becomes an overwhelming task to synthesize sounds in real time without special hardware support. An implementation based on commodity graphics hardware is proposed as an alternative […]
Nov, 30

Graphics Hardware Implementation of the Parameter-Less Self-organising Map

This paper presents a highly parallel implementation of a new type of Self-Organising Map (SOM) using graphics hardware. The Parameter-Less SOM smoothly adapts to new data while preserving the mapping formed by previous data. It is therefore in principle highly suited for interactive use, however for large data sets the computational requirements are prohibitive. This […]
Nov, 30

Model-Based 3D Object Tracking Using an Extended-Extended Kalman Filter and Graphics Rendered Measurements

This paper presents a model-based 3D object tracking system that uses an improved Extended Kalman filter (EKF) with graphics rendering as the measurement function. During tracking, features are automatically selected from the input images. For each camera, an estimated observation and multiple perturbed observations are rendered for the object. Corresponding features are extracted from the […]
Nov, 30

Taking the graphics processor beyond graphics

For several years, graphics processing units’ performance has been increasing faster than the pace predicted by Moore’s law. This has occurred because GPUs must meet the demands of increasingly complex visual effects in games and entertainment applications. The performance and functionality have made GPUs potentially attractive as coprocessors for general-purpose computation. Researchers have also developed […]
Nov, 30

Accelerated 2D Image Processing on GPUs

Graphics processing units (GPUs) in recent years have evolved to become powerful, programmable vector processing units. Furthermore, the maximum processing power of current generation GPUs is roughly four times that of current generation CPUs (central processing units), and that power is doubling approximately every nine months, about twice the rate of Moore’s law. This research […]
Nov, 30

Scientific computation for simulations on programmable graphics hardware

Graphics processor units (GPUs) have emerged as powerful parallel processors in recent years. Although floating point computations and high level programming languages are now available, the efficient use of the enormous computing power of GPUs still requires a significant amount of graphics specific knowledge. The paper explains how to use GPUs for scientific computations without […]
Nov, 30

Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes

By combining depth peeling with a linear formulation of a Boolean expression called Blist, the Blister algorithm renders an arbitrary CSG model of n primitives in at most k steps, where k is the number of depth-layers in the arrangement of the primitives. Each step starts by rendering each primitive to produce candidate surfels on […]
Nov, 30

The application of GPU particle tracing to diffusion tensor field visualization

In this paper we introduce GPU particle tracing for the visualization of 3D diffusion tensor fields. For about half a million particles, reconstruction of diffusion directions from the tensor field, time integration and rendering can be done at interactive rates. Different visualization options like oriented particles of diffusion-dependent shape, stream lines or stream tubes facilitate […]
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. […]

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