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Posts

Sep, 14

Shadowfax: scaling in heterogeneous cluster systems via GPGPU assemblies

Systems with specialized processors such as those used for accel- erating computations (like NVIDIA’s graphics processors or IBM’s Cell) have proven their utility in terms of higher performance and lower power consumption. They have also been shown to outperform general purpose processors in case of graphics intensive or high performance applications and for enterprise applications […]
Sep, 14

OptiX: a general purpose ray tracing engine

The NVIDIA OptiX ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation that most ray tracing algorithms can be implemented using a small set of programmable operations. Consequently, the core of OptiX is a domain-specific just-in-time compiler that generates custom […]
Sep, 14

Nikola: embedding compiled GPU functions in Haskell

We describe Nikola, a first-order language of array computations embedded in Haskell that compiles to GPUs via CUDA using a new set of type-directed techniques to support re-usable computations. Nikola automatically handles a range of low-level details for Haskell programmers, such as marshaling data to/from the GPU, size inference for buffers, memory management, and automatic […]
Sep, 14

A practical approach of curved ray prestack Kirchhoff Time Migration on GPGPU

We introduced four prototypes of General Purpose GPU solutions by Compute Unified Device Architecture (CUDA) on NVidia GeForce 8800GT and Tesla C870 for a practical Curved Ray Prestack Kirchhoff Time Migration program, which is one of the most widely adopted imaging methods in the seismic data processing industry. We presented how to re-design and re-implement […]
Sep, 14

Anomalous behaviour detection using spatiotemporal oriented energies, subset inclusion histogram comparison and event-driven processing

This paper proposes a novel approach to anomalous behaviour detection in video. The approach is comprised of three key components. First, distributions of spatiotemporal oriented energy are used to model behaviour. This representation can capture a wide range of naturally occurring visual spacetime patterns and has not previously been applied to anomaly detection. Second, a […]
Sep, 14

The case for VOS: the vector operating system

Operating systems research for many-core systems has recently focused its efforts on supporting the scalability of OS-intensive applications running on increasingly parallel hardware. Lost amidst the march towards this parallel future is efficiency: Perfectly parallel software may saturate the parallel capabilities of the host system, but in doing so can waste hardware resources. This paper […]
Sep, 14

Seeing through the fog: an algorithm for fast and accurate touch detection in optical tabletop surfaces

Fast and accurate touch detection is critical to the usability of multi-touch tabletops. In optical tabletops, such as those using the popular FTIR and DI technologies, this requires efficient and effective noise reduction to enhance touches in the camera’s input. Common approaches to noise reduction do not scale to larger tables, leaving designers with a […]
Sep, 14

Subpixel reconstruction antialiasing for deferred shading

Subpixel Reconstruction Antialiasing (SRAA) combines singlepixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing. SRAA operates as a post-process on a rendered image with superresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying […]
Sep, 14

The Application Perspective: Seeking Productivity and Performance

In this note we propose two projects: (1) creating a hierarchical programming model from current models; and (2) extracting application primitives from the "13 dwarfs". The first topic addresses the need for a unified and manageable framework for very large-scale concurrent execution. This is the productivity part: less complexity will drive better mapping of algorithms […]
Sep, 13

AnySL: efficient and portable shading for ray tracing

While a number of different shading languages have been developed, their efficient integration into an existing renderer is notoriously difficult, often boiling down to implementing an entire compiler toolchain for each language. Furthermore, no shading language is broadly supported across the variety of rendering systems. AnySL attacks this issue from multiple directions: We compile shaders […]
Sep, 13

A directionally adaptive edge anti-aliasing filter

The latest generation of graphics hardware provides direct access to multisample anti-aliasing (MSAA) rendering data. By taking advantage of these existing pixel subsample values, an intelligent reconstruction filter can be computed using programmable GPU shader units. This paper describes an adaptive anti-aliasing (AA) filter for real-time rendering on the GPU. Improved quality is achieved by […]
Sep, 13

Real-Time Volumetric Shadows using 1D Min-Max Mipmaps

Light scattering in a participating medium is responsible for several important effects we see in the natural world. In the presence of occluders, computing single scattering requires integrating the illumination scattered towards the eye along the camera ray, modulated by the visibility towards the light at each point. Unfortunately, incorporating volumetric shadows into this integral, […]

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