Posts
Nov, 27
Hierarchical Markov Random Fields Applied to Model Soft Tissue Deformations on Graphics Hardware
Many methodologies dealing with prediction or simulation of soft tissue deformations on medical image data require preprocessing of the data in order to produce a different shape representation that complies with standard methodologies, such as mass-spring networks, finite element method s (FEM). On the other hand, methodologies working directly on the image space normally do […]
Nov, 27
An emotionally biased ant colony algorithm for pathfinding in games
Pathfinding is one of the tasks, apart from graphics rendering, requiring most CPU resources. Although there are many approaches to effectively solve pathfinding problems, they are becoming less suitable as more and more games have larger game worlds that dynamically change during the game play. These new games have more visually realistic graphics that increase […]
Nov, 27
Particle-Based Multiple Irregular Volume Rendering on CUDA
In this paper, we describe an improved particle-based volume rendering (PBVR) technique for previewing a large irregular volume dataset using the CUDA architecture. This technique allows for opaque and emissive particles to render translucent volumes without visibility sorting. Our GPU acceleration of PBVR provides the multi-volume rendering feature while remaining compatible with both regular and […]
Nov, 27
Fast Conjugate Gradients with Multiple GPUs
The limiting factor for efficiency of sparse linear solvers is the memory bandwidth. In this work, we describe a fast Conjugate Gradient solver for unstructured problems, which runs on multiple GPUs installed on a single mainboard. The solver achieves double precision accuracy with single precision GPUs, using a mixed precision iterative refinement algorithm. To achieve […]
Nov, 27
A Note on Auto-tuning GEMM for GPUs
The development of high performance dense linear algebra (DLA) critically depends on highly optimized BLAS, and especially on the matrix multiplication routine (GEMM). This is especially true for Graphics Processing Units (GPUs), as evidenced by recently published results on DLA for GPUs that rely on highly optimized GEMM. However, the current best GEMM performance, e.g. […]
Nov, 27
Efficient Parallelization of Stochastic Simulation Algorithm for Chemically Reacting Systems on the Graphics Processing Unit
The small number of some reactant molecules in biological systems formed by living cells can result in dynamical behavior which cannot be captured by traditional deterministic models. In such a problem, a more accurate simulation can be obtained with discrete stochastic simulation (Gillespie’s stochastic simulation algorithm – SSA). Many stochastic realizations are required to capture […]
Nov, 27
Parallel View-Dependent Level-of-Detail Control
We present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, […]
Nov, 27
Real-time virtual environment signal extraction and denoising using programmable graphics hardware
Abstract The sense of being within a three-dimensional (3D) space and interacting with virtual 3D objects in a computer-generated virtual environment (VE) often requires essential image, vision and sensor signal processing techniques such as differentiating and denoising. This paper describes novel implementations of the Gaussian filtering for characteristic signal extraction and wavelet-based image denoising algorithms […]
Nov, 27
Implications of the Turing completeness of reaction-diffusion models, informed by GPGPU simulations on an XBox 360: cardiac arrhythmias, re-entry and the Halting problem
In the arsenal of tools that a computational modeller can bring to bare on the study of cardiac arrhythmias, the most widely used and arguably the most successful is that of an excitable medium, a special case of a reaction-diffusion model. These are used to simulate the internal chemical reactions of a cardiac cell and […]
Nov, 27
Modeling of tsunami waves and atmospheric swirling flows with graphics processing unit
The faster growth curves in the speed of graphics processing units (GPUs) relative to CPUs have spawned a new area of development in computational technology. There is much potential in utilizing GPUs for solving evolutionary partial differential equations and producing the attendant visualization. We are concerned with modeling tsunami waves, where computational time is of […]
Nov, 27
Accelerating Lattice Boltzmann Fluid Flow Simulations Using Graphics Processors
Lattice Boltzmann Methods (LBM) are used for the computational simulation of Newtonian fluid dynamics. LBM-based simulations are readily parallelizable; they have been implemented on general-purpose processors, field-programmable gate arrays (FPGAs), and graphics processing units (GPUs). Of the three methods, the GPU implementations achieved the highest simulation performance per chip. With memory bandwidth of up to […]
Nov, 27
Accelerating geoscience and engineering system simulations on graphics hardware
Many complex natural systems studied in the geosciences are characterized by simple local-scale interactions that result in complex emergent behavior. Simulations of these systems, often implemented in parallel using standard Central Processing Unit (CPU) clusters, may be better suited to parallel processing environments with large numbers of simple processors. Such an environment is found in […]