Posts
Nov, 4
High performance volume splatting for visualization of neurovascular data
A new technique is presented to increase the performance of volume splatting by using hardware accelerated point sprites. This allows creating screen aligned elliptical splats for high quality volume splatting at very low cost on the GPU. Only one vertex per splat is stored on the graphics card. GPU generated point sprite texture coordinates are […]
Nov, 4
Fast multipole methods on graphics processors
The fast multipole method allows the rapid approximate evaluation of sums of radial basis functions. For a specified accuracy, @e, the method scales as O(N) in both time and memory compared to the direct method with complexity O(N^2), which allows the solution of larger problems with given resources. Graphical processing units (GPU) are now increasingly […]
Nov, 4
Solving Dense Linear Systems on Graphics Processors
We present several algorithms to compute the solution of a linear system of equations on a GPU, as well as general techniques to improve their performance, such as padding and hybrid GPU-CPU computation. We also show how iterative refinement with mixed-precision can be used to regain full accuracy in the solution of linear systems. Experimental […]
Nov, 4
Parallel Computing Experiences with CUDA
The CUDA programming model provides a straightforward means of describing inherently parallel computations, and NVIDIA’s Tesla GPU architecture delivers high computational throughput on massively parallel problems. This article surveys experiences gained in applying CUDA to a diverse set of problems and the parallel speedups over sequential codes running on traditional CPU architectures attained by executing […]
Nov, 4
Issues and challenges in compiling for graphics processors
Graphics has been one of the best success stories of parallel processing. Using a unique combination of specialized hardware and aspecialized programming model, game developers routinely write high performance code using millions of threads. Each Generation of graphic processors (GPU’s) delivers higher performance and is more programmable then the last. Unlike CPU’s, these processors are […]
Nov, 4
GPUCV: A Framework for Image Processing Acceleration with Graphics Processors
This paper presents a state of the art report on using graphics hardware for image processing and computer vision. Then we describe GPUCV, an open library for easily developing GPU accelerated image processing and analysis operators and applications
Nov, 4
GAMER with out-of-core computation
GAMER is a GPU-accelerated Adaptive-MEsh-Refinement code for astrophysical simulations. In this work, two further extensions of the code are reported. First, we have implemented the MUSCL-Hancock method with the Roe’s Riemann solver for the hydrodynamic evolution, by which the accuracy, overall performance and the GPU versus CPU speed-up factor are improved. Second, we have implemented […]
Nov, 4
Relational joins on graphics processors
We present a novel design and implementation of relational join algorithms for new-generation graphics processing units (GPUs). The most recent GPU features include support for writing to random memory locations, efficient inter-processor communication, and a programming model for general-purpose computing. Taking advantage of these new features, we design a set of data-parallel primitives such as […]
Nov, 4
Approximate Dynamic Programming and Neural Networks on Game Hardware
Modern graphics processing units (GPU) and game consoles are used for much more than simply 3D graphics applications and video games. From machine vision to finite element analysis, GPU’s are being used in diverse applications, collectively called General Purpose computation onf graphics processor units (GPGPU). Additionally, game consoles are entering the market of high performance […]
Nov, 4
GPU processing of particle system animation
An approach to particle system processing on a GPU is discussed. Balancing of CPU and GPU loads is described in detail. Original approaches aimed at reducing the data flow from the system memory to the video memory are proposed. A comparison between the proposed GPU-based approach and the classical CPU-based particle system animation is given.
Nov, 4
Molecular Simulation of ab Initio Protein Folding for a Millisecond Folder NTL9(1-39)
To date, the slowest-folding proteins folded ab initio by all-atom molecular dynamics simulations have had folding times in the range of nanoseconds to microseconds. We report simulations of several folding trajectories of NTL9(1-39), a protein which has a folding time of ~1.5 ms. Distributed molecular dynamics simulations in implicit solvent on GPU processors were used […]
Nov, 4
High-Level programming of graphics hardware to increase performance of electromagnetics simulation
Modern graphics processing units (GPU’s) utilize a programmable parallel pipeline architecture to render complex scenes onto a two-dimensional screen. Rendering these scenes requires rasterization, texturing operations, and multiple stages of lighting operations. These processes are computationally intensive and must be performed near real-time in today’s gaming and workstation applications. These industries have driven the performance […]