Posts
Jun, 28
Opengl-Based Control of Semi-Active 3D Display
We present a system for 3D visualisation, which combines user-tracking, used by displays with steerable optics, with generation of multiple views, typical for displays with fixed optical filter. Instead of eye-tracking, typical for the user-tracking approach, we propose a less computationally demanding head tracking, based on face detection. We investigate if the precise delivery of […]
Jun, 28
An Experimental Distributed Visualization System for Petascale Computing
The coming era of petascale computing and heterogeneous platforms calls for fundamental changes in perspective on how we design distributed visualization software.
Jun, 28
High Performance Processor Development for Consumer Electronics Game Processor Perspective
The development of customized solutions for optimized consumer electronics applications like game processors is pushing the boundaries of VLSI in many ways. The author will describe architectural, circuit, packaging and manufacturing challenges focusing on why game processors are different and require unique solutions. A historical perspective of gaming and entertainment systems and their intersection with […]
Jun, 28
High-performance 3D Compressive Sensing MRI reconstruction
Compressive Sensing (CS) is a nascent sampling and reconstruction paradigm that describes how sparse or compressible signals can be accurately approximated using many fewer samples than traditionally believed. In magnetic resonance imaging (MRI), where scan duration is directly proportional to the number of acquired samples, CS has the potential to dramatically decrease scan time. However, […]
Jun, 28
Performance and Power Efficiency Analysis of the Symmetric Cryptograph on Two Stream Processor Architectures
Multimedia and some scientific applications have achieved good performance on the stream processor architecture by employing the stream programming model. In order to find out the way to accelerate the symmetric cryptograph on stream processor, we implement and analyze cryptograph algorithms on different stream processors in this paper. Four cipher algorithms including RC5, AES, TWOFISH […]
Jun, 28
Petascale turbulence simulation using a highly parallel fast multipole method
We present a 0.5 Petaflop/s calculation of homogeneous isotropic turbulence in a cube of 2048^3 particles, using a highly parallel fast multipole method (FMM) using 2048 GPUs on the TSUBAME 2.0 system. We compare this particle-based code with a spectral DNS code under the same calculation condition and the same machine. The results of our […]
Jun, 27
A High Performance Massively Parallel Approach for Real Time Deformable Body Physics Simulation
Single processor technology has been evolving across last decades, but due to physical limitations of chip manufacturing process, the industry is pursuing alternatives to sustain computational power growth,including the creation of multi-core systems. Parallel computing targets problems that are scalable and possibly distributed, dividing the problem into smaller pieces. This approach may be explored to […]
Jun, 27
Looking at the surprise: Bottom-up attentional control of an active camera system
Inspired by the expectation-based perception of humans, a surprise-driven active vision system is proposed. This vision system not only considers spatial saliency of objects in the environment, but also investigates temporal novelty in the neighborhood. Surprise is defined as the difference of the saliency probability distributions of two consecutive input images, which is measured using […]
Jun, 27
Real-Time Simulation of Granular Materials Using Graphics Hardware
We present a method to compute friction in a particle-based simulation of granular materials on GPUs and its data structure. We use Distinct Element Method to compute the force between particles. There has been a method to accelerate Distinct Element Method using GPUs, but the method does not compute friction. We implemented friction into the […]
Jun, 27
Generating and Rendering Procedural Clouds in Real Time on Programmable 3D Graphics Hardware
This paper discusses a process of generating and rendering procedural clouds for 3D environments using programmable 3D graphics hardware. Cloud texture generation is performed using Perlin noise and turbulence functions. Our implementation is done in OpenGL supported GPUs with programmable vertex & fragment processing pipeline that supports OpenGL shading language (GLSL). We have performed a […]
Jun, 27
High Quality Interactive Rendering of Massive Point Models Using Multi-way kd-Trees
We present a simple and efficient technique for out-of-core multi resolution construction and high quality visualization of large point datasets. The method introduces a novel hierarchical LOD data organization based on multi-way kd-trees that simplifies memory management and allows controlling the LOD tree’s height. The technique is incorporated in a full end-to-end system, which is […]
Jun, 27
Rapid Texture-based Volume Rendering
Nowadays, man can get a great number of 3D data sets from different sources is common in medical diagnosis but how to explore the information contents of these data sets is still a problem. One effective method is with computer aid rendering the volume. As the 3D datasets are usually in large scalar, the capability […]