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Posts

Dec, 24

Quasi-maximum Accuracy Floating-point Computations with GPGPU for Applications in Digital Signal Processing

An idea of the use of two accumulators for improvement of the precision of floating-point computations with graphic processing units (GPUs) is presented in this paper for applications in digital signal processing. The increase of the precision of computations does not need any increase of the length of the data words. This is particularly important […]
Dec, 24

Using Artificial Intelligence in Computational Games

This paper presents the conceptual definition of a framework to help in the construction of intelligent games, where Artificial Intelligence Techniques could be inserted in the game in an easier way. The requirements analysis of the main AI techniques are presented as well as the preliminary results of this framework.
Dec, 24

Scalable multi-GPU implementation of the MAGFLOW simulator

We have developed a robust and scalable multi-GPU (Graphics Processing Unit) version of the cellular-automaton-based MAGFLOW lava simulator. The cellular automaton is partitioned into strips that are assigned to different GPUs, with minimal overlapping. For each GPU, a host thread is launched to manage allocation, deallocation, data transfer and kernel launches; the main host thread […]
Dec, 24

Image processing algorithm optimization with CUDA for Pure Data

Image Processing Production lines featuring industrial vision are becoming more and more widespread. That kind of automation needs systems able to capture pictures, analyze and learn from them in order to take appropriate action. These processes are often heavy and applied to high-definition images with important frame rate. Powerful calculators are thus needed to follow […]
Dec, 24

Simbuca, using a graphics card to simulate Coulomb interactions in a penning trap

In almost all cases, N-body simulations are limited by the computation time available. Coulomb interaction calculations scale with O(N^2) with N the number of particles. Approximation methods exist already to reduce the computation time to O(NlogN), although calculating the interaction still dominates the total simulation time. We present Simbuca, a simulation package for thousands of […]
Dec, 23

GPU-based parallel computing for the simulation of complex multibody systems with unilateral and bilateral constraints: an overview

This work reports on advances in large-scale multibody dynamics simulation facilitated by the use of the Graphics Processing Unit (GPU). A description of the GPU execution model along with its memory spaces is provided to illustrate its potential parallel scientific computing. The equations of motion associated with the dynamics of large system of rigid bodies […]
Dec, 23

SIMD Floating Point Extension for Ray Tracing

In the last decade, the importance of graphics capabilities have become very important in the mobile market. As a result low power embedded solutions for mobile devices have been eveloped to run computationally intensive graphics applications, which extensively uses floating point calculations. The work proposed in this thesis target the extension of the Silicon Hive […]
Dec, 23

Reducing the Size of Nurbs Controls Nets Using Genetic Algorithms and CUDA

The typical goals for defining a control net for a NonUniform Rations B-spline (NURBs) based metamodel from a given set of data the desired result is the smallest set of control points in the least possible time while minimizing local and/or global error. Current metamodel fitting algorithms iteratively find and eliminate the largest sources of […]
Dec, 23

Numerical solution of PDEs with hybrid and heterogeneous computing models

This study is a first part of a longer project investigating hybrid and heterogeneous computing models in computational science. This is joint work with Fujitsu Laboratories Europe (FLE) with the purpose of developing numerical software libraries under the Open Petascale Libraries Project. We overview some current work and trends relating to petascale algorithms and their […]
Dec, 23

Survey on Benchmarks for a GPU Based Multi Camera Stereo Matching Algorithm

Stereo matching algorithms and multi camera reconstruction algorithms are usually compared using benchmarks. These benchmarks compare the quality of the resulting depth map or reconstructed surface mesh. We describe the differences between several known stereo and multi-view stereo benchmarks and their various datasets. Also the modifications that are necessary to use our own GPU based […]
Dec, 23

GPU Pathfinding Optimization

In recent years, graphics processing units (GPUs) have shown a significant advance of computational resources available for the use of non-graphical applications. The ability to solve problems involving parallel computing as well as the development of new architectures that supports this new paradigm, such as CUDA, has encouraged the use of GPU for general purpose […]
Dec, 23

Using Image Morphing for Memory-Efficient Impostor Rendering on GPU

Real-time rendering of large animated crowds consisting thousands of virtual humans is important for several applications including simulations, games and interactive walkthroughs, but cannot be performed using complex polygonal models at interactive frame rates. For that reason, several methods using large numbers of pre-computed image-based representations, which are called as impostors, have been proposed. These […]

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