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Posts

Jul, 10

Testing Tesla architecture for scientific computing: The performance of matrix-vector product

The paper presents results of several experiments evaluating the performance of NVIDIA processors, implementing a new Tesla architecture, in matrix-vector multiplication. Three matrix forms, dense, banded and sparse, are considered together with three hardware platforms: NVIDIA Tesla C870 computing board, NVIDIA GeForce 8800 GTX graphics card and one of the newest Intel Xeon processors, E5462, […]
Jul, 10

Interactive global illumination in dynamic environments using commodity graphics hardware

We present a system based on commodity graphics hardware for computing global illumination in dynamic scenes at interactive rates. We designed a progressive global illumination algorithm specifically to take advantage of current graphics hardware features. Our algorithm simulates the transport of light in synthetic environments by following the light emitted from the light source(s) through […]
Jul, 10

Many-core parallel computing – Can compilers and tools do the heavy lifting?

Modern GPUs such as the NVIDIA GeForce GTX280, ATI Radeon 4860, and the upcoming Intel Larrabee are massively parallel, many-core processors. Today, application developers for these many-core chips are reporting 10X-100X speedup over sequential code on traditional microprocessors. According to the semiconductor industry roadmap, these processors could scale up to over 1,000X speedup over single […]
Jul, 10

A Comparison of FPGA and GPU for Real-Time Phase-based Optical Flow, Stereo, and Local Image Features

Low level computer vision algorithms have extreme computational requirements. In this work we compare two real-time architectures developed using FPGA and GPU devices for the computation of phase-based optical flow, stereo and local image features (energy, orientation and phase). The presented approach requires a massive degree of parallelism to achieve real-time performance and allows us […]
Jul, 10

Two-Way Real Time Fluid Simulation Using a Heterogeneous Multicore CPU and GPU Architecture

Natural phenomena simulation, such as water and smoke, is a very important topic to increase real time scene realism in video-games. However, the computational fluid simulation is an expensive task since we must numerically solve the Navier-Stokes equations. Additionally, an immersing simulation requires interaction between the flow and the objects in the scene, increasing even […]
Jul, 10

Study on acceleration technique for calculating near field of horn antenna based on GPU

Horn antennas are extremely popular in microwave region, so it has great practical significance of studying its near field. The radiation of horn antenna can be equivalent to that of the surface current on aperture by Huygens principle. Since the dipole is the simplest and most familiar antenna, we use the array of dipoles to […]
Jul, 10

Synthesis and rendering of bidirectional texture functions on arbitrary surfaces

The bidirectional texture function (BTF) is a 6D function that describes the appearance of a real-world surface as a function of lighting and viewing directions. The BTF can model the fine-scale shadows, occlusions, and specularities caused by surface mesostructures. We present algorithms for efficient synthesis of BTFs on arbitrary surfaces and for hardware-accelerated rendering. For […]
Jul, 10

Implementation of stereophonic acoustic echo canceller on nVIDIA GeForce graphics processing unit

This paper presents an implementation of a stereophonic acoustic echo canceller on nVIDIA GeForce graphics processor and CUDA software development environment. For efficiency, fast shared memory has been used as much as possilbe. A tree adder is introduced to reduce the cost for summing thread outputs up. The performance evaluation results suggest that Even a […]
Jul, 10

Hardware-assisted visibility sorting for unstructured volume rendering

Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering of large unstructured meshes is a major research goal in the volume visualization community. While, for regular grids, texture-based techniques are well-suited for current GPUs, the steps necessary for rendering unstructured meshes are not so easily mapped to current hardware. […]
Jul, 10

FPGA and GPU implementation of large scale SpMV

Sparse matrix-vector multiplication (SpMV) is a fundamental operation for many applications. Many studies have been done to implement the SpMV on different platforms, while few work focused on the very large scale datasets with millions of dimensions. This paper addresses the challenges of implementing large scale SpMV with FPGA and GPU in the application of […]
Jul, 9

Implementation of usual computerized tomography methods on GPU using the Compute Unified Device Architecture (CUDA)

CUDA (Compute Unified Device Architecture) is an efficient architecture developed by NVIDIA to compute parallel algorithms on Graphic Processing Unit (GPU). Using the API associated with this architecture, we develop fast parallel algorithms to compute standard methods for computerized tomography. Computation times are compared to their similar implementations on CPU to illustrate the efficiency of […]
Jul, 9

GPU implementation of volume reconstruction and object detection in Digital Holographic Microscopy

Using Digital Holographic Microscopy (DHM) we can gather information from a whole volume and thus we can avoid the small depth of field constraint of the conventional microscopes. This way a volume inspection system can be constructed, which is capable to find, segment, collect, and later classify those objects that flow through an inspection chamber. […]

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