12016

Posts

May, 3

Refresh Rate Modulation for Perceptually Optimized Computer Graphics

The application of human visual perception models to remove imperceptible components in a graphics system, has been proven effective in achieving significant computational speedup. Previous implementations of such techniques have focused on spatial level of detail reduction, which typically results in noticeable degradation of image quality. We introduce Refresh Rate Modulation (RRM), a novel perceptual […]
May, 3

GPU-accelerated ray-tracing for real-time treatment planning

Dose calculation methods in radiotherapy treatment planning require the radiological depth information of the voxels that represent the patient volume to correct for tissue inhomogeneities. This information is acquired by time consuming ray-tracing-based calculations. For treatment planning scenarios with changing geometries and real-time constraints this is a severe bottleneck. We implemented an algorithm for the […]
May, 3

Implementation of a PIC simulation using WebGL

This project’s aim is to find a WebGL based alternative to the Java implementation of OpenPixi, a Java-based Particle-in-Cell (PIC) simulation software, and to add a third dimension. For this purpose, an existing JavaScript library, three.js, was chosen. A handful of approaches are explored and the resulting prototypes are then compared in terms of speed, […]
May, 3

Coalition Structure Generation with the Graphics Processing Unit

Coalition Structure Generation-the problem of finding the optimal division of agents into coalitions-has received considerable attention in recent AI literature. The fastest exact algorithm to solve this problem is IDP-IP* [17], which is a hybrid of two previous algorithms, namely IDP and IP. Given this, it is desirable to speed up IDP as this will, […]
May, 3

A Performance Optimization Support Framework for GPU-based Traffic Simulations with Negotiating Agents

To realize a simulation which can handle hundreds of thousands of negotiating agents keeping their detailed behaviors, massive amount of computational power is required. Also having good programmability of agents’ codes to realize complex behaviors is essential to realize it. On deploying such negotiating agents on an agent simulation, it is important to be able […]
May, 2

Real-time Simultaneous Pose and Shape Estimation for Articulated Objects Using a Single Depth Camera

In this paper we present a novel real-time algorithm for simultaneous pose and shape estimation for articulated objects, such as human beings and animals. The key of our pose estimation component is to embed the articulated deformation model with exponential-maps-based parametrization into a Gaussian Mixture Model. Benefiting from the probabilistic measurement model, our algorithm requires […]
May, 2

3D FFT on a Single FPGA

The 3D FFT is critical in many physical simulations and image processing applications. On FPGAs, however, the 3D FFT was thought to be inefficient relative to other methods such as convolution-based implementations of multigrid. We find the opposite: a simple design, operating at a conservative frequency, takes 4ms for 16^3, 21ms for 32^3, and 215ms […]
May, 2

Analysis of SuperLU Solvers on Intel MIC Architecture

Intel Xeon Phi is a coprocessor with sixty-one cores in a single chip. The chip has a more powerful FPU that contains 512-bit SIMD registers. Intel Xeon Phi chip can benefit from the algorithms that operate with the large vectors. In this work, sequential, multithreaded and distributed versions of SuperLU solvers are tested on the […]
May, 2

Address Selection for Efficient Barriers on the Intel Xeon Phi

Synchronization primitives are a long-standing issue in parallel programming. Barrier in particular are ubiquitous as common paradigm such as OpenMP makes extensive use of them by ending all parallel sections on a barrier by default. The rising number of simultaneous threads in commodity hardware only exacerbate the problem as for a given amount of computation […]
May, 2

Digital Marbling: a GPU Approach with Precomputed Velocity Field

Paper marbling is the art of creating intricate designs on an aqueous surface. We present an interactive digital marbling system by simulating fluid dynamics on the GPU using precomputed solutions to the Navier-Stokes equations. Experimental results have shown that our approach is not only significantly faster, but also sufficiently accurate compared to existing approaches.
Apr, 30

Thickness computation of trimmed B-Rep model using GPU ray tracing

This paper demonstrates the use of direct ray tracing of large industrial CAD models on the GPU. The ray tracing kernel is a building block used to compute and assess the validity of the mechanical design of CAD models. A high precision and efficient solution to handle trimmed surfaces with holes is discussed. The central […]
Apr, 30

Accelerating Ant Colony Optimization-based Edge Detection on the GPU using CUDA

Ant Colony Optimization (ACO) is a nature-inspired metaheuristic that can be applied to a wide range of optimization problems. In this paper we present the first parallel implementation of an ACO-based (image processing) edge detection algorithm on the Graphics Processing Unit (GPU) using NVIDIA CUDA. We extend recent work so that we are able to […]

* * *

* * *

HGPU group © 2010-2025 hgpu.org

All rights belong to the respective authors

Contact us: