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Posts

Aug, 12

Parallel hyperspectral image processing on commodity graphics hardware

Many recent research efforts have been devoted to the use of commodity hardware for solving computationally-intensive scientific problems. Among such problems, hyperspectral imaging has created new processing challenges in the remote sensing community. Hyperspectral sensors are now capable of collecting hundreds of images, corresponding to different wavelength channels, for the same area on the surface […]
Aug, 12

High-performance biocomputing for simulating the spread of contagion over large contact networks

Many important biological problems can be modeled as contagion diffusion processes over interaction networks. This paper shows how the EpiSimdemics interaction-based simulation system can be applied to the general contagion diffusion problem. Two specific problems, computational epidemiology and human immune system modeling, are given as examples. We then show how the graphics processing unit (GPU) […]
Aug, 12

Optimized Parallel Implementation of Gillespie’s First Reaction Method on Graphics Processing Units

The simulation of chemical reacting systems is one of the most challenging topics in Systems Biology, due to their complexity and inherent randomness. The Gillespie’s Stochastic Simulation Algorithm (SSA) is a standard algorithm to simulate well-stirred biochemical systems, butthe computational burden makes this algorithm slow to compute for many realistic problems. Recent programmability improvements allow […]
Aug, 11

A novel and scalable Multigrid algorithm for many-core architectures

Multigrid algorithms are among the fastest iterative methods known today for solving large linear and some non-linear systems of equations. Greatly optimized for serial operation, they still have a great potential for parallelism not fully realized. In this work, we present a novel multigrid algorithm designed to work entirely inside many-core architectures like the graphics […]
Aug, 11

Precomputed Visibility Cuts for Interactive Relighting with Dynamic BRDFs

This paper presents a novel PRT-based method that uses precomputed visibility cuts for interactive relighting with all-frequency environment maps and arbitrary dynamic BRDFs. Our method is inspired by the recent Lightcuts approach [24] and we parameterize distant environment lighting onto uniformly distributed sample points over the sphere. Using a binary tree structure of the points, […]
Aug, 11

Particle and texture based spatiotemporal visualization of time-dependent vector fields

We propose a hybrid particle and texture based approach for the visualization of time-dependent vector fields. The underlying space-time framework builds a dense vector field representation in a two-step process: 1) particle-based forward integration of trajectories in spacetime for temporal coherence, and 2) texture-based convolution along another set of paths through the spacetime for spatially […]
Aug, 11

High-Quality, Semi-Analytical Volume Rendering for AMR Data

This paper presents a pipeline for high quality volume rendering of adaptive mesh refinement (AMR) datasets. We introduce a new method allowing high quality visualization of hexahedral cells in this context; this method avoids artifacts like discontinuities in the isosurfaces. To achieve this, we choose the number and placement of sampling points over the cast […]
Aug, 11

Interactive exploration of unsteady 3D flow with linked 2D/3D texture advection

In this paper, we present linked 2D/3D texture advection for the interactive exploration of 3D flow. 3D texture advection facilitates a dense representation of the 3D structure of unsteady flow but is subject to problems of occlusion and clutter. Therefore, it is difficult for the user to explore features in occluded regions. We overcome the […]
Aug, 11

Predictive Lazy Amplification: Synthesis and Rendering of Massive Procedural Scenes in Real Time

In this paper we propose a new paradigm for procedural modeling that enables the real time visualization of massive procedural scenes. For this, we use a combination of memory and task management with two well known procedural modeling paradigms: data amplification and lazy evaluation. Experimental results show that, in addition to obtaining performance gains through […]
Aug, 11

INSPIRE: an interactive image assisted non-photorealistic rendering system

We present a GPU supported interactive non-photorealistic rendering system, INSPIRE, which performs feature extraction in both image space, on intermediately rendered images, and object space, on models of various representations, e.g., point, polygon, or hybrid models, without needing connectivity information. INSPIRE obtains interactive NPR rendering with most styles of existing NPR systems, but offers more […]
Aug, 11

Hardware-based nonlinear filtering and segmentation using high-level shading languages

Non-linear filtering is an important task for volume analysis. This paper presents hardware-based implementations of various non-linear filters for volume smoothing with edge preservation. The Cg high-level shading language is used in combination with latest PC consumer graphics hardware. Filtering is divided into pervertex and per-fragment stages. In both stages we propose techniques to increase […]
Aug, 11

Rain Scene Animation through Particle Systems and Surface Flow Simulation by SPH

Realistic rain scenes animation is a complex task due to both the rendering and fluid dynamics simulation issues. The associated phenomena, like rain strokes rendering, splashing of raindrops and the simulation of the generated surface flow are known difficulties in this area. This paper describes a computational framework to incorporate these elements in a scene […]

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