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Posts

Jul, 3

Using Commodity Graphics Hardware for Real-Time Digital Hologram View-Reconstruction

View-reconstruction and display is an important part of many applications in digital holography such as computer vision and microscopy. Thus far, this has been an offline procedure for megapixel sized holograms. This paper introduces an implementation of real-time view-reconstruction using programmable graphics hardware. The theory of Fresnel-based view-reconstruction is introduced, after which an implementation using […]
Jul, 3

Real-Time Creased Approximate Subdivision Surfaces with Displacements

We present an extension of Loop and Schaefer’s approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners. We discuss the integration of ACC into Valve’s Source game engine and analyze performance of our implementation.
Jul, 3

Interactive Dynamic Water Surface Fast Rendering Algorithm

Dynamic water surface simulation is an important part of simulating natural scene. Ben Humphrey used projection texture mapping, depth texture and mobile texture to render dynamic water surface and got a good result. In this paper, an improvement method will presented for speeding up its rendering speed and enhancing the rendering effects. It uses a […]
Jul, 3

An Embedded Stream Processor Core Based on Logarithmic Arithmetic for a Low-Power 3-D Graphics SoC

A low-power and high-performance 4-way 32-bit stream processor core is developed for handheld low-power 3-D graphics systems. It contains a floating-point unified matrix, vector, and elementary function unit. By exploiting the logarithmic arithmetic and the proposed adaptive number conversion scheme, a 4-way arithmetic unit achieves a single-cycle throughput for all these operations except for the […]
Jul, 3

Depth-Dependent Halos: Illustrative Rendering of Dense Line Data

We present a technique for the illustrative rendering of 3D line data at interactive frame rates. We create depth-dependent halos around lines to emphasize tight line bundles while less structured lines are de-emphasized. Moreover, the depth-dependent halos combined with depth cueing via line width attenuation increase depth perception, extending techniques from sparse line rendering to […]
Jul, 3

Visual Signatures in Video Visualization

Video visualization is a computation process that extracts meaningful information from original video data sets and conveys the extracted information to users in appropriate visual representations. This paper presents a broad treatment of the subject, following a typical research pipeline involving concept formulation, system development, a path-finding user study, and a field trial with real […]
Jul, 3

Parallel computing in a quantitative trading firm

Quantitative trading requires a lot of computing power in order to analyze derivatives prices and financial microstructure. We will describe different ways to use parallel computing that are used within a proprietary trading firm. We will discuss in-house tools that we developed in order to quickly transcribe mathematical concepts into working parallel implementation to develop […]
Jul, 3

A Simulator for the Cafadis Real Time 3DTV Camera

This paper presents a computer simulator for the CAFADIS camera. CAFADIS is a patented camera (PCT/ES2007/000046) that measures wave-front phases and 3D distances under different scenarios (from microns to kilometres), using highly specialised electronic technology, namely Graphics Processing Units (GPUs) and Field Programmable Gate Arrays (FPGAs). Since 3DTV is one of the most important applications […]
Jul, 2

On Expressing Different Concurrency Paradigms on Virtual Execution Systems (thesis)

The notion of virtual machine has permeated every aspect of computing systems, as witnessed by the ever growing set of virtual execution systems targeted by programming languages such as Java, C#, Perl and Python just to mention few of them. Virtual machines are appreciated not only because of portability of computer programs across different architectures; […]
Jul, 2

On Expressing Different Concurrency Paradigms on Virtual Execution Systems

Virtual machines emerged during the 90s as the platform for developing frameworks and applications, offering large base class libraries, dynamic loading, and reflection. The design of these machines was influenced by the then dominant idea that processors would have maintained a Von-Neumann model while hiding non-Von Neumann aspects in their internal structure. Recently Graphics Processing […]
Jul, 2

Approximation of Loop Subdivision Surfaces for Fast Rendering

This paper describes an approach to the approximation of Loop subdivision surfaces for real-time rendering. The approach consists of two phases, which separately construct the approximation geometry and the normal field of a subdivision surface. It first exploits quartic triangular Bezier patches to approximate the geometry of the subdivision surface by interpolating a grid of […]
Jul, 2

Nonnegative Tensor Factorization Accelerated Using GPGPU

This article presents an optimized algorithm for Nonnegative Tensor Factorization (NTF), implemented in the CUDA (Compute Uniform Device Architecture) framework, that runs on contemporary graphics processors and exploits their massive parallelism. The NTF implementation is primarily targeted for analysis of high-dimensional spectral images, including dimensionality reduction, feature extraction, and other tasks related to spectral imaging; […]

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