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Posts

Jan, 5

GLSL Essentials

This book is a practical guide to the OpenGL Shading Language, which contains several real-world examples that will allow you to grasp the core concepts easily and the use of the GLSL for graphics rendering applications. If you want upgrade your skills, or are new to shader programming and want to learn about graphic programming, […]
Jan, 5

Real-Time Radio Wave Propagation for Mobile Ad-Hoc Network Emulation using GPGPUs

The accurate simulation and emulation of mobile radios requires the computation of RF propagation path loss in order to accurately predict connectivity and signal interference. There are many algorithms available for computing the RF propagation path loss between wireless devices including the Longley-Rice model, the transmission line matrix (TLM), ray-tracing, and the parabolic equation method. […]
Jan, 5

Large scale 3D shape retrieval by exploiting multi-core and GPU

This paper addresses the problem of 3D shape retrieval in large databases of 3D objects (large retrieval). While this problem is emerging and interesting as the size of 3D object databases grows rapidly, the main two issues the community has to focus on are: computational efficiency of 3D object retrieval and the quality of retrieved […]
Jan, 5

Applying the Parallel GPU Model to Radiation Therapy Treatment

With current advances in high performance computing, particularly the applications of GPUs, it is easy to see the need for a model for GPU algorithm development. We developed a model which offers a multi-grained approach intended to accommodate nearly any GPU. Radiation therapy is one of the most effective forms of cancer treatment available. In […]
Jan, 5

DEF-G: Declarative Framework for GPU Environment

DEF-G is a declarative language and framework for the efficient generation of OpenCL GPU applications. Using our proof-of-concept DEF-G implementation, run-time and lines-of-code comparisons are provided for three well-known algorithms (Sobel image filtering, breadth-first search and all-pairs shortest path), each evaluated on three different platforms. The DEF-G declarative language and corresponding OpenCL kernels generated complete […]
Jan, 5

Opportunities for Parallelism in Matrix Multiplication

BLIS is a new framework for rapid instantiation of the BLAS. We describe how BLIS extends the "GotoBLAS approach" to implementing matrix multiplication (GEMM). While GEMM was previously implemented as three loops around an inner kernel, BLIS exposes two additional loops within that inner kernel, casting the computation in terms of the BLIS micro-kernel so […]
Jan, 5

Crack-free rendering of dynamically tesselated B-Rep models

We propose a versatile pipeline to render B-Rep models interactively, precisely and without rendering-related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray-casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then […]
Jan, 5

A Push-Relabel-Based Maximum Cardinality Bipartite Matching Algorithm on GPUs

We design, develop, and evaluate an atomic- and lock-free GPU implementation of the push-relabel algorithm in the context of finding maximum cardinality matchings in bipartite graphs. The problem has applications on computer science, scientific computing, bioinformatics, and other areas. Although the GPU parallelization of the push-relabel technique has been investigated in the context of flow […]
Jan, 5

Parallel Irradiance Caching on the GPU

While ray tracing is highly parallelizable in concept, the Radiance suite of programs for architectural global illumination simulation was written for serial execution and makes use of certain heuristic techniques that are not easily performed in parallel environments. It uses irradiance caching to store and reuse the results of expensive indirect irradiation computations. The irradiance […]
Jan, 5

Multiple Bounding Boxes Algorithm in Collision Detection and Its Performances in Sequential vs CUDA Parallel Processing

The traditional method for detecting collisions in a 2D computer game uses a axis-aligned bounding box around each sprite, and checks to determine if the bounding boxes overlap periodically. Using this single bounding box method may result in a large amount of pixel intersection tests, since a sprite may be composed of areas where the […]
Jan, 3

A GPU-based real time trigger for rare kaon decays at NA62

This thesis reports a study for a new real-time trigger for the NA62 experiment based on Graphical Processing Units (GPUs). The NA62 experiment was devised to study with unprecedented precision the ultra-rare decay K+->pi+ nu nu_bar, a process mediated by Flavour-Changing Neutral Currents (FCNC) whose exceptional theoretical cleanliness provides a unique probe to test the […]
Jan, 3

Wavelet Encoding and Multi-GPU Programming

We investigate compression of large-volume spatial data using the wavelet transform, computed massively in parallel on NVIDIA graphics processing units (GPUs). In particular, Haar basis wavelets are used to achieve compression ratios of [100x] or more. Computation is done over a set of computing nodes consisting of multiple nodes and multiple GPUs per node. Significantly […]

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