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Posts

May, 30

Real-Time Rendering and Manipulation of Large Terrains

Terrains are challenging geometric objects for real-time rendering and interactive manipulation. State-of-the-art terrain rendering systems use custom, multi-resolution, representations like geometry clipmaps for fast rendering on the GPU. In this paper, we present a system that exploits the power and flexibility of the modern GPUs to store, render, and manipulate terrains with minimal CPU involvement. […]
May, 30

Fast Parallel Markov Clustering in Bioinformatics Using Massively Parallel Graphics Processing Unit Computing

Markov clustering is becoming a key algorithm with in bioinformatics for determining clusters in networks. For instance, clustering protein interaction networks is helping find genes implicated in diseases such as cancer. However, with fast sequencing and other technologies generating vast amounts of data on biological networks, performance and scalability issues are becoming a critical limiting […]
May, 30

Evaluating the potential of graphics processors for high performance embedded computing

Today’s high performance embedded computing applications are posing significant challenges for processing throughout. Traditionally, such applications have been realized on application specific integrated circuits (ASICs) and/or digital signal processors (DSP). However, ASICs’ advantage in performance and power often could not justify the fast increasing fabrication cost, while current DSP offers a limited processing throughput that […]
May, 30

High performance comparison-based sorting algorithm on many-core GPUs

Sorting is a kernel algorithm for a wide range of applications. In this paper, we present a new algorithm, GPU-Warpsort, to perform comparison-based parallel sort on Graphics Processing Units (GPUs). It mainly consists of a bitonic sort followed by a merge sort. Our algorithm achieves high performance by efficiently mapping the sorting tasks to GPU […]
May, 30

VHF SAR image formation implemented on a GPU

This paper will describe how off-the-shelf 3D graphics cards can be used for scientific computation like SAR processing. In particular, a highly efficient one-dimensional FFT and a fast direct (global) backprojection implementation will be presented and analyzed.
May, 30

GPU-Accelerated Background Generation Algorithm with Low Latency

A background model is constructed to detect moving objects in video sequences. Subsequent frames are stacked on top of each other using associated registration information that must be obtained in a preprocessing step. The change of the brightness value in each pixel over time might be caused by a moving object. Current graphics processing units […]
May, 30

Performance Acceleration of Kernel Polynomial Method Applying Graphics Processing Units

The Kernel Polynomial Method (KPM) is one of the fast diagonalization methods used for simulations of quantum systems in research fields of condensed matter physics and chemistry. The algorithm has a difficulty to be parallelized on a cluster computer or a supercomputer due to the fine-gain recursive calculations. This paper proposes an implementation of the […]
May, 29

GPU-based parallel-beam and cone-beam forward- and backprojection using CUDA

Analytic and iterative tomographic image reconstruction suffers from the time-consuming forward- and back-projection steps. We recently presented a set of acceleration techniques that improve the performance of forward- and backprojection on CPU (central processing unit) and CBE (cell broadband engine) -based platforms compared to straight-forward implementations by several orders of magnitude.
May, 29

Performance comparison of GPU and FPGA architectures for the SVM training problem

The Support Vector Machine (SVM) is a popular supervised learning method, providing high accuracy in many classification and regression tasks. However, its training phase is a computationally expensive task. In this work, we focus on the acceleration of this phase and a geometric approach to SVM training based on Gilbert’s Algorithm is targeted, due to […]
May, 29

Fast scale invariant textured synthesis with GPU acceleration

This paper presents a new algorithm for synthesising image texture. Texture synthesis is an important process in image post-production. Previous approaches can be classified as either parametric or nonparametric. Of these nonparametric approaches have achieved the most impressive results. Unfortunately, these methods generally suffer from high computational cost and difficulty in handling scale in the […]
May, 29

GPU-Based Ray Tracing of Splats

When it comes to rendering models available as points, rather than meshes, splats are a common intermediate internal representation. In this paper we further the state of the art by ray tracing splats to produce expected effects such as reflections, refraction, and shadows. We render complex models at interactive frame rates allowing real time viewpoint, […]
May, 29

A Summary of Recent GPU Developments and Key Enabling Technologies for Digital Media Applications

In recent years the rate of development of Graphics Processor Units (GPUs) has been significantly faster than any other component in a PC or Workstation. This is clearly demonstrated by a continued six-month doubling in performance, to the extent that current GPU floating point horse-power is significantly beyond that of conventional micro-processors. In combination with […]

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