1688

Posts

Nov, 20

A novel multiple-walk parallel algorithm for the Barnes-Hut treecode on GPUs – towards cost effective, high performance N-body simulation

Recently, general-purpose computation on graphics processing units (GPGPU) has become an increasingly popular field of study as graphics processing units (GPUs) continue to be proposed as high performance and relatively low cost implementation platforms for scientific computing applications. Among these applications figure astrophysical N-bodysimulations, which form one of the most challenging problems in computational science. […]
Nov, 20

A training-free nose tip detection method from face range images

Nose tip detection in range images is a specific facial feature detection problem that is highly important for 3D face recognition. In this paper we propose a nose tip detection method that has the following three characteristics. First, it does not require training and does not rely on any particular model. Second, it can deal […]
Nov, 20

Volume Visualization: A Technical Overview with a Focus on Medical Applications

With the increasing availability of high-resolution isotropic three- or four-dimensional medical datasets from sources such as magnetic resonance imaging, computed tomography, and ultrasound, volumetric image visualization techniques have increased in importance. Over the past two decades, a number of new algorithms and improvements have been developed for practical clinical image display. More recently, further efficiencies […]
Nov, 20

GPGPU computation and visualization of three-dimensional cellular automata

This paper presents a general-purpose simulation approach integrating a set of technological developments and algorithmic methods in cellular automata (CA) domain. The approach provides a general-purpose computing on graphics processor units (GPGPU) implementation for computing and multiple rendering of any direct-neighbor three-dimensional (3D) CA. The major contributions of this paper are: the CA processing and […]
Nov, 20

Curling and clumping fur represented by texture layers

Fur is present in most mammals which are common characters in both movies and video-games, and it is important to model and render fur both realistically and quickly. When the objective is real-time performance, fur is usually represented by texture layers (or 3D textures), which limits the dynamic characteristics of fur when compared with methods […]
Nov, 20

Interactive fluid-particle simulation using translating Eulerian grids

We describe an interactive system featuring fluid-driven animation that responds to moving objects. Our system includes a GPU-accelerated Eulerian fluid solver that is suited for real-time use because it is unconditionally stable, takes constant calculation time per frame, and provides good visual fidelity. We dynamically translate the fluid simulation domain to track a user-controlled object. […]
Nov, 20

Real-time computation of photic extremum lines (PELs)

Photic extremum lines (PELs) are view-dependent, object-space feature lines that characterize the significant changes of surface illumination. Though very effective for conveying 3D shapes, PELs are computationally expensive due to the heavy involvement of the third- and fourth-order derivatives. Also, they require the user to manually place a few auxiliary lights to depict the model […]
Nov, 20

Efficient evaluation methods of elementary functions suitable for SIMD computation

Data-parallel architectures like SIMD (Single Instruction Multiple Data) or SIMT (Single Instruction Multiple Thread) have been adopted in many recent CPU and GPU architectures. Although some SIMD and SIMT instruction sets include double-precision arithmetic and bitwise operations, there are no instructions dedicated to evaluating elementary functions like trigonometric functions in double precision. Thus, these functions […]
Nov, 20

Perceptual enhancement of two-level volume rendering

We present a system for interactive visualisation of 3D volumetric medical datasets combined with perceptual evaluation of how such visualizations can affect a user’s interpretation of scenes and attention. Enhancements to traditional volume renderings are provided through a two-level volume rendering strategy which employs fast GPU-based Direct Volume Rendering (DVR) coupled with an additional layer […]
Nov, 20

GPUs for fast pattern matching in the RICH of the NA62 experiment

In rare decays experiments an effective online selection is a fundamental part of the data acquisition system (DAQ) in order to reduce both the quantity of data written on tape and the bandwidth requirements for the DAQ system. A multilevel architecture is commonly used to achieve a higher reduction factor, exploiting dedicated custom hardware and […]
Nov, 20

Real-time adaptive fluid simulation with complex boundaries

In this paper, we present a new adaptive model for real-time fluid simulation with complex boundaries based on Smoothed Particle Hydrodynamics (SPH) framework. Firstly, we introduce an adaptive SPH framework that is based on our character field function composed of four factors: geometrical complexity, boundary condition, physical complexity, and complementary condition in terms of the […]
Nov, 20

Patient-Specific Non-Linear Finite Element Modelling for Predicting Soft Organ Deformation in Real-Time; Application to Non-Rigid Neuroimage Registration

Long computation times of non-linear (i.e. accounting for geometric and material non-linearity) biomechanical models have been regarded as one of the key factors preventing application of such models in predicting organ deformation for image-guided surgery. This contribution presents real-time patient-specific computation of the deformation field within the brain for six cases of brain shift induced […]

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