Posts
Sep, 2
GPU Versus FPGA for High Productivity Computing
Heterogeneous or co-processor architectures are becoming an important component of high productivity computing systems (HPCS). In this work the performance of a GPU based HPCS is compared with the performance of a commercially available FPGA based HPC. Contrary to previous approaches that focussed on specific examples, a broader analysis is performed by considering processes at […]
Sep, 2
Case study: Interactive rendering of adaptive mesh refinement data
Adaptive mesh refinement (AMR) is a popular computational simulation technique used in various scientific and engineering fields. Although AMR data is organized in a hierarchical multi-resolution data structure, the traditional volume visualization algorithms such as ray-casting and splatting cannot handle the form without converting it to a sophisticated data structure. In this paper, we present […]
Sep, 2
Fast evolutionary image processing using Multi-GPUs
In this paper, the authors propose a fast evolutionary image processing system. The authors employ graphics processing unit (GPU) to automatic construction of tree-structural image transformation (ACTIT) for the purpose of reducing optimization time. Besides, the system calculates in parallel by using multiple GPUs for the fast processing. The optimization speed of the proposed system […]
Sep, 1
Energy-optimized mapping of application to smartphone platform – A case study of mobile face recognition
Modern smartphones use heterogeneous multi-core SoC which includes CPU, GPU, DSP and various application-specific accelerators. It provides opportunities to realize compute-intensive applications on a battery-powered and resource-limited mobile device by assigning each sub-task to the most suitable computing core. To meet the performance requirement with minimized energy consumption, the algorithm also needs to be characterized […]
Sep, 1
Acceleration of TM cylinder EFIE with CUDA
In this paper, we have shown that exploitation of the GPU’s massively parallel architecture can dramatically increase the speed of MoM calculations. While the code can certainly be improved, matrix fill speed-up factors are already commonly found to be between 150X-260X. The conjugate gradient solver stands to be improved at this writing but still results […]
Sep, 1
GOST-28147 Encryption Implementation on Graphics Processing Units
The GOST-21147 encryption implementation on graphics processing units is suggested. The approach for organizing the computation process on the GPU is described. Some realizations of basic operations for ciphering algorithm are suggested for Direct3D and OpenGL graphics API. The results of computational experiments on different GPU and CPU are given.
Sep, 1
Implementation of Sequential Importance Sampling in GPGPU
The estimation of many unknown parameters is carried out using a simplified Sequential Importance Sampling (SIS) algorithm which is implemented in a graphic processing unit (GPU). The aim of the present work is to show technical points to bring out the performance of GPU. Using the implemented code, two numerical experiments are demonstrated. In the […]
Sep, 1
Water simulation based on HLSL
Water simulation has been a hot spot in the research of computer graphics, especially in 3D games and animations. In this paper, we propose a convenient method for simulating and rendering large bodies of water on the computer’s graphic processing unit (GPU). This method can be implemented using high level shading language (HLSL) with high […]
Sep, 1
Simultaneous estimation of super-resolved depth and all-in-focus images from a plenoptic camera
This paper presents a new technique to simultaneously estimate the depth map and the all-in-focus image of a scene, both at super-resolution, from a plenoptic camera. A plenoptic camera uses a microlens array to measure the radiance and direction of all the light rays in a scene. It is composed of nxn microlenses and each […]
Sep, 1
Real-time, accurate depth of field using anisotropic diffusion and programmable graphics cards
Computer graphics cameras lack the finite depth of field (DOF) present in real world ones. This results in all objects being rendered sharp regardless of their depth, reducing the realism of the scene. On top of that, real-world DOF provides a depth cue, that helps the human visual system decode the elements of a scene. […]
Sep, 1
Fast locally consistent dense stereo on multicore
Many computer vision applications require fast and accurate 3D measurements. However, despite the advent of powerful computing architectures (e.g., multicore CPU and GPU), most top-ranked dense stereo algorithms rely on global 2D disparity optimization methods that are often too slow for practical use. Moreover, their huge memory requirements are typically not suited to devices with […]
Sep, 1
Parallel hierarchical cross entropy optimization for on-chip decap budgeting
Decoupling capacitor (decap) placement has been widely adopted as an effective way to suppress dynamic power supply noise. Traditional decap budgeting algorithms usually explore the sensitivity-based nonlinear optimizations or conjugate gradient methods, which can be prohibitively expensive for large-scale decap budgeting problems. We present a hierarchical cross entropy (CE) optimization technique for solving the decap […]