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Posts

Jan, 1

Large Speed Increase Using Novel GPU Based Algorithms to Simulate Cardiac Excitation Waves in a Rabbit Ventricle

Large-scale biophysically detailed computer models of the heart provide a useful tool to understand dynamics of cardiac excitation and mechanisms underlying lethal cardiac arrhythmias. However, high demanding of intensive high performance computing environments limits the practical application of such models. This paper presents a novel method using a desktop personal computer and the CUDA parallel […]
Jan, 1

Real-time GPU-based Simulation of Dynamic Terrain in Virtual Battlefield

The real-time simulation of dynamic terrain is a challenge region in computer graphics. This paper presents a GPU-based method for visualizing crater in virtual battlefield. Firstly, we introduce a novel physical model of crater, which has a direction depending on the direction of impacting force. Then, we encode the terrain data and deforming informations into […]
Jan, 1

Decreasing NAME III Solution Time Using GP-GPU

The potential for decreasing the solution time for the UK Met Office NAME III [1] lagrangian particle atmospheric particle dispersion modelling code was examined. The code was ported to the EPCC Ness and Fermi0 machines and compiled with the PGI compiler. Timing benchmarks and profiling completed for a particle only run, and a cloud gamma […]
Jan, 1

High Quality Cone-beam CT Reconstruction on the GPU

The computing power of modern GPUs makes them very suitable for Computed Tomography (CT) image reconstruction. Apart from accelerating the reconstruction, their extra computing performance compared to conventional CPUs can be used to increase image quality in several ways. In this paper we present our upgraded GPU based image acquisition and reconstruction system, including gain […]
Jan, 1

Interactive Isosurfaces with Quadratic C1 Splines on Truncated Octahedral Partitions

The reconstruction of a continuous function from discrete data is a basic task in many applications such as the visualization of 3D volumetric data sets. We use a local approximation method for quadratic C1 splines on uniform tetrahedral partitions to achieve a globally smooth function. The spline is based on a truncated octahedral partition of […]
Jan, 1

Two Simple Single-pass GPU methods for Multi-channel Surface Voxelization of Dynamic Scenes

An increasing number of rendering and geometry processing algorithms relies on volume data to calculate anything from effects like smoke/fluid simulations, visibility information or global illumination effects. We present two real-time and simple-to-implement novel surface voxelization algorithms and a volume data caching structure, the Volume Buffer, which encapsulates functionality, storage and access similar to a […]
Dec, 31

Speeding Up Geospatial Polygon Rasterization on GPGPUs

This study targets at speeding up polygon rasterization in large-scale geospatial datasets by utilizing massively parallel General Purpose Graphics Processing Units (GPGPU) computing for efficient spatial indexing and analysis based on a dynamically integrated vector-raster data model. As the first step, we have designed and implemented a parallelization schema for moderately large polygons using the […]
Dec, 31

GPU-Based Computation of Voxelized Minkowski Sums with Applications

Minkowski sums are a fundamental operation for many applications in Computer-Aided Design and Manufacturing, such as solid modeling (offsetting and sweeping), collision detection, toolpath planning, assembly/disassembly planning, and penetration depth computation. Configuration spaces (C-spaces) are closely related to Minkowski sums; we analyze accessibility for waterjet cleaning processes as an example to illustrate the important relationship […]
Dec, 31

Performance Considerations When Using a Dedicated Ray Traversal Engine

In the recent years we have witnessed massive boost to hardware graphics accelerators (graphics cards), not only in the raw performance, but also in their programmability, introducing the concept of GPGPU. However, despite this, the current architectures still favor feed-forward algorithms over recursive ones. While shading is, in this sense, a feed-forward algorithm, ray tracing, […]
Dec, 31

GPU-Based Research of Highly Efficient Ray Tracing

By further study of GPU architecture and GPU stream programming model. In this paper, uniform grid acceleration structure implements on the GPU stream programming model of the ray tracing. It has a lot of ray intersection calculations in the whole rendering process, reducing the efficiency of the whole scene rendering. Rendering without compromising the quality […]
Dec, 31

Fast Computing Adaptively Sampled Distance Field on GPU

In this paper we present an efficient method to compute the signed distance field for a large triangle mesh, which can run interactively with GPU accelerated. Restricted by absence of flexible pointer addressing on GPU, we design a novel multi-layer hash table to organize the voxel/triangle overlap pairs as two-tuples, such strategy provides an efficient […]
Dec, 31

Efficient Triangle and Quadrilateral Clipping within Shaders

Clipping a triangle or a convex quadrilateral to a plane is a common operation in computer graphics. This clipping is implemented by fixed-function units within the graphics pipeline under most rasterization APIs. It is increasingly interesting to perform clipping in programmable stages as well. For example, to clip bounding volumes generated in the Geometry unit […]

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