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Posts

Jul, 11

3D vision of electromagnetic fields in antenna and microwave technique

Two approaches, Virtual Reality Modeling Language (VRML) and graphic library OpenGL, are used for active stereoscopic vision of electromagnetic fields surrounding selected antenna or microwave elements. Input data are generated by analytical relations or acquired by electromagnetic field simulators and visualized in the form of vector fields and field lines by active stereoscopy. In case […]
Jul, 11

The GeForce 6800

Graphics processing units (GPUs) continue to take on increasing computational workloads and support interactive rendering that approaches cinematic quality. The architectural drivers for GPUs are programmability, parallelism, bandwidth, and memory characteristics. This article describes how one team approached the design problem.
Jul, 11

Implementation of large-scale FIR adaptive filters on NVIDIA GeForce graphics processing unit

This paper presents implementations of an FIR adaptive filter with a large number of taps on nVIDIA GeForce graphics processing unit (GPU) and CUDA software development environment. In order to overcome a long access latency for slow off-chip memory access, reduction of memory accesses by re-ordering and vector load/store operations and an increase of the […]
Jul, 11

The computer graphics wars heat up

The author describes the present status of computer graphics hardware. While console games flourished, PC game sales have plummeted. The plans of Nvidia and ATI, the 3D graphics world’s two dominant players are described.
Jul, 11

Accelerating Lossless Data Compression with GPUs

Huffman compression is a statistical, lossless, data compression algorithm that compresses data by assigning variable length codes to symbols, with the more frequently appearing symbols given shorter codes than the less. This work is a modification of the Huffman algorithm which permits uncompressed data to be decomposed into independently compressible and decompressible blocks, allowing for […]
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 […]

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