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Posts

Jul, 18

Accelerating high-level engineering computations by automatic compilation of Geometric Algebra to hardware accelerators

Geometric Algebra (GA), a generalization of quaternions, is a very powerful form for intuitively expressing and manipulating complex geometric relationships common to engineering problems. The actual evaluation of GA expressions, though, is extremely compute intensive due to the high-dimensionality of data being processed. On standard desktop CPUs, GA evaluations take considerably longer than conventional mathematical […]
Jul, 17

Real-time S-MRTD simulation of electrically large indoor wireless channels with commodity GPUs

Asymptotic and statistical models have been the only practical means, in terms of cost, performance and accuracy, for simulating electrically large environments. We show, in practice, how the combination of commodity graphics processing units (GPUs), and higher-order scaling function based multi-resolution time-domain (S-MRTD) techniques realize an unprecedented high-fidelity full-wave simulator that is orders of magnitude […]
Jul, 17

Implementing LNS using filtering units of GPUs

Current GPUs offer specialized graphics hardware in addition to generic floating-point processing units. We propose a method which reuses specialized texture filtering units to perform piecewise polynomial evaluations, which helps accelerate LNS computations and can be used in combination with hardware-based transcendental functions.
Jul, 17

Dynamic scheduling Monte-Carlo framework for multi-accelerator heterogeneous clusters

Monte-Carlo (MC) simulation is an effective tool for solving complex problems such as many-body simulation, exotic option pricing and partial differential equation solving. The huge amount of computation in MC makes it a good candidate for acceleration using hardware and distributed computing platforms. We propose a novel MC simulation framework suitable for a wide range […]
Jul, 17

Improving the Performance of the Sparse Matrix Vector Product with GPUs

Sparse matrices are involved in linear systems, eigensystems and partial differential equations from a wide spectrum of scientific and engineering disciplines. Hence, sparse matrix vector product (SpMV) is considered as key operation in engineering and scientific computing. For these applications the optimization of the sparse matrix vector product (SpMV) is very relevant. However, the irregular […]
Jul, 17

Boosting sphere decoding speed through Graphic Processing Units

Graphic Processing Units (GPUs) have evolved to provide a massive computational power. In contrast to Central Processing Units, GPUs are so-called many-core processors with hundreds of cores capable of running thousands of threads in parallel. This parallel processing power can accelerate the simulation of communication systems. In this work, we utilize NVIDIA’s Compute Unified Device […]
Jul, 17

Voxels on fire

We introduce a method for the animation of fire propagation and the burning consumption of objects represented as volumetric data sets. Our method uses a volumetric fire propagation model based on an enhanced distance field. It can simulate the spreading of multiple fire fronts over a specified isosurface without actually having to create that isosurface. […]
Jul, 17

Arbitrary dimension Reed-Solomon coding and decoding for extended RAID on GPUs

Reed-Solomon coding is a method of generating arbitrary amounts of checksum information from original data via matrix-vector multiplication in finite fields. Previous work has shown that CPUs are not well-matched to this type of computation, but recent graphical processing units (GPUs) have been shown through a case study to perform this encoding quickly for the […]
Jul, 17

Linpack evaluation on a supercomputer with heterogeneous accelerators

We report Linpack benchmark results on the TSUBAME supercomputer, a large scale heterogeneous system equipped with NVIDIA Tesla GPUs and ClearSpeed SIMD accelerators. With all of 10,480 Opteron cores, 640 Xeon cores, 648 ClearSpeed accelerators and 624 NVIDIA Tesla GPUs, we have achieved 87.01TFlops, which is the third record as a heterogeneous system in the […]
Jul, 17

Color Seamlessness in Multi-Projector Displays Using Constrained Gamut Morphing

Multi-projector displays show significant spatial variation in 3D color gamut due to variation in the chromaticity gamuts across the projectors, vignetting effect of each projector and also overlap across adjacent projectors. In this paper we present a new constrained gamut morphing algorithm that removes all these variations and results in true color seamlessness across tiled […]
Jul, 17

Workload Characterization of 3D Games

The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative information about games is available. This paper focuses on analyzing a set of modern 3D games at the API call level and at the micro architectural level using the Attila simulator. […]
Jul, 17

Performance improvements of real-time crowd simulations

The current challenge for crowd simulations is the design and development of a scalable system that is capable of simulating the individual behavior of millions of complex agents populating large scale virtual worlds with a good frame rate. In order to overcome this challenge, this thesis proposes different improvements for crowd simulations. Concretely, we propose […]

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