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Posts

Jun, 29

Caustics Mapping: An Image-Space Technique for Real-Time Caustics

In this paper, we present a simple and practical technique for real-time rendering of caustics from reflective and refractive objects. Our algorithm, conceptually similar to shadow mapping, consists of two main parts: creation of a caustic map texture, and utilization of the map to render caustics onto nonshiny surfaces. Our approach avoids performing any expensive […]
Jun, 29

An introductory tour of interactive rendering

Given the depth and breadth of the field of interactive rendering, an article summarizing all the significant algorithms and hardware developments in the past few years would become a long yet shallow litany of taxonomies and terms. Instead, the author uses a selection of topics from various areas to illustrate this central theme: the influence […]
Jun, 29

GPU-Based Heuristic Solver for Linear Sum Assignment Problems Under Real-time Constraints

In this paper we modify a fast heuristic solver for the Linear Sum Assignment Problem (LSAP) for use on Graphical Processing Units (GPUs). The motivating scenario is an industrial application for P2P live streaming that is moderated by a central node which is periodically solving LSAP instances for assigning peers to one another. The central […]
Jun, 29

QCD simulations with staggered fermions on GPUs

We report on our implementation of the RHMC algorithm for the simulation of lattice QCD with two staggered flavors on Graphics Processing Units, using the NVIDIA CUDA programming language. The main feature of our code is that the GPU is not used just as an accelerator, but instead the whole Molecular Dynamics trajectory is performed […]
Jun, 28

Edge Stream Oriented LDPC Decoding

Low-Density Parity-Check (LDPC) codes are among the best error correcting codes known and have been adopted by data transmission standards, such as DVB-S2 or WiMax. They are based on binary sparse parity check matrices and usually represented by Tanner graphs. LDPC decoders require very intensive message-passing algorithms, also known as belief propagation. This paper proposes […]
Jun, 28

Real-time Geometric Calibration on graphics processing unit with CUDA

Geometric Calibration of digital camera and video is useful for experimental work, such as video surveillance, virtual endoscope etc. High-performance computing holds the key to making biologically relevant calculations tractable without compromise. In this paper we present a new approach to high performance GC algorithm on graphics processing units. Using modern graphics processing units for […]
Jun, 28

Spring-Bead Animation of Viscoelastic Materials

In this article, we present a particle-based animation method for viscoelastic materials. All polymeric materials, such as proteins, fats, and plastics, have viscoelastic characteristics. Such materials are composed of intertwined polymer chains, which we modeled in the proposed simulation method as particle chains connected by a spring force based on Rouse’s spring-bead model. We modified […]
Jun, 28

A Hyperelastic Finite-Element Model of Human Skin for Interactive Real-Time Surgical Simulation

A finite-element (FE) model of human skin is proposed for future use in an interactive real-time surgical simulation to teach surgeons procedures, such as facial reconstruction using skin-flap repair. For this procedure, skin is cut into flaps that are stretched to cover openings in the face. Thus, the model must recreate the visual, haptic, and […]
Jun, 28

Opengl-Based Control of Semi-Active 3D Display

We present a system for 3D visualisation, which combines user-tracking, used by displays with steerable optics, with generation of multiple views, typical for displays with fixed optical filter. Instead of eye-tracking, typical for the user-tracking approach, we propose a less computationally demanding head tracking, based on face detection. We investigate if the precise delivery of […]
Jun, 28

An Experimental Distributed Visualization System for Petascale Computing

The coming era of petascale computing and heterogeneous platforms calls for fundamental changes in perspective on how we design distributed visualization software.
Jun, 28

High Performance Processor Development for Consumer Electronics Game Processor Perspective

The development of customized solutions for optimized consumer electronics applications like game processors is pushing the boundaries of VLSI in many ways. The author will describe architectural, circuit, packaging and manufacturing challenges focusing on why game processors are different and require unique solutions. A historical perspective of gaming and entertainment systems and their intersection with […]
Jun, 28

High-performance 3D Compressive Sensing MRI reconstruction

Compressive Sensing (CS) is a nascent sampling and reconstruction paradigm that describes how sparse or compressible signals can be accurately approximated using many fewer samples than traditionally believed. In magnetic resonance imaging (MRI), where scan duration is directly proportional to the number of acquired samples, CS has the potential to dramatically decrease scan time. However, […]

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