1770

Posts

Nov, 24

Physically-based visual simulation on graphics hardware

In this paper, we present a method for real-time visual simulation of diverse dynamic phenomena using programmable graphics hardware. The simulations we implement use an extension of cellular automata known as the coupled map lattice (CML). CML represents the state of a dynamic system as continuous values on a discrete lattice. In our implementation we […]
Nov, 24

Fast volumetric deformation on general purpose hardware

High performance deformation of volumetric objects is a common problem in computer graphics that has not yet been handled sufficiently. As a supplement to 3D texture based volume rendering, a novel approach is presented, which adaptively subdivides the volume into piecewise linear patches. An appropriate mathematical model based on tri-linear interpolation and its approximations is […]
Nov, 24

A real-time procedural shading system for programmable graphics hardware

Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer productivity and make programs more portable. However, it is challenging to raise the abstraction level while still providing high performance. We have developed a real-time procedural shading language system designed […]
Nov, 24

High-quality pre-integrated volume rendering using hardware-accelerated pixel shading

We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfer functions with high frequencies, without the performance overhead caused by rendering […]
Nov, 24

Fast matrix multiplies using graphics hardware

We present a technique for large matrix-matrix multiplies using low cost graphics hardware. The result is computed by literally visualizing the computations of a simple parallel processing algorithm. Current graphics hardware technology has limited precision and thus limits immediate applicability of our algorithm. We include results demonstrating proof of concept, correctness, speedup, and a simple […]
Nov, 24

A practical and robust bump-mapping technique for today’s GPU’s

Bump mapping is a normal-perturbation rendering technique for simulating lighting effects caused by patterned irregularities on otherwise locally smooth surfaces. By encoding such surface patterns in texture maps, texture-based bump mapping simulates a surface’s irregular lighting appearance without modeling the patterns as true geometric perturbations to the surface. Bump mapping is advantageous because it can […]
Nov, 24

Interactive multi-pass programmable shading

Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level shading description into […]
Nov, 24

Comparing GPU-based multi-volume ray casting techniques

The most essential technique to visualize 3D scalar data is direct volume rendering. For many applications it is necessary that two or more 3D data are visualized simultaneously. We present an overview of data intermixing techniques for visualization with the direct volume rendering technique ray casting. The techniques are Classification Level Intermixing, Accumulation Level Intermixing […]
Nov, 23

Performance modeling and automatic ghost zone optimization for iterative stencil loops on GPUs

Iterative stencil loops (ISLs) are used in many applications and tiling is a well-known technique to localize their computation. When ISLs are tiled across a parallel architecture, there are usually halo regions that need to be updated and exchanged among different processing elements (PEs). In addition, synchronization is often used to signal the completion of […]
Nov, 23

Many-core algorithms for statistical phylogenetics

MOTIVATION: Statistical phylogenetics is computationally intensive, resulting in considerable attention meted on techniques for parallelization. Codon-based models allow for independent rates of synonymous and replacement substitutions and have the potential to more adequately model the process of protein-coding sequence evolution with a resulting increase in phylogenetic accuracy. Unfortunately, due to the high number of codon […]
Nov, 23

Synergistic execution of stream programs on multicores with accelerators

The StreamIt programming model has been proposed to exploit parallelism in streaming applications on general purpose multicore architectures. The StreamIt graphs describe task, data and pipeline parallelism which can be exploited on accelerators such as Graphics Processing Units (GPUs) or CellBE which support abundant parallelism in hardware. In this paper, we describe a novel method […]
Nov, 23

Graphical Asian Options

We discuss the problem of pricing Asian options in Black-Scholes model using CUDA on a graphics processing unit. We survey some of the issues with GPU programming and discuss code design and memory usage. We show that by using a Quasi Monte Carlo simulation with a geometric Asian option as a control variate, it is […]

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