Posts
Jun, 26
Acceleration of the Method of Moments Calculations by Using Graphics Processing Units
The graphics processing unit (GPU) has been used to speed up the conventional method of moments (MoM) calculations for electromagnetic scattering from arbitrary three-dimensional conducting objects. The acceleration ratio of filling impedance matrix has reached 30, while the total acceleration ratio (including iteration) is about 20. Moreover, a matrix splitting algorithm is developed to break […]
Jun, 26
CUDA-based acceleration and algorithm refinement for volume image registration
In this paper, we propose a GPU-based acceleration method to speed up volume image registration using Compute Unified Device Architecture(CUDA). A novel CUDA-based method for joint histogram computation is introduced in this paper, which is also valuable for 2D image registration and other general graphics applications. Additionally, an algorithm refinement is proposed to improve the […]
Jun, 25
Parallel Processing for Normal Mixture Models of Hyperspectral Data Using a Graphics Processor
Multivariate normal mixture models, where a complex statistical distribution is represented by a weighted sum of several multivariate normal probability distributions, have many potential applications including anomaly detection (AD) in hyperspectral (HS) images. The high computational cost of mixture models requires hardware and/or algorithmic acceleration to make AD run in real time. In this paper […]
Jun, 25
Ringing: Frugal Subdivision of Curves and Surfaces
Ringing reduces the working memory needed during the rendering of subdivision curves, surfaces, and animations. For example, it only stores 4D vertices when rendering the dth level of subdivision of a polygon using four-point, cubic, or quintic B-spline subdivision masks. Ringing can be used on CPUs and GPUs.
Jun, 25
Fast High-Quality Volume Ray Casting with Virtual Samplings
Volume ray-casting with a higher order reconstruction filter and/or a higher sampling rate has been adopted in direct volume rendering frameworks to provide a smooth reconstruction of the volume scalar and/or to reduce artifacts when the combined frequency of the volume and transfer function is high. While it enables high-quality volume rendering, it cannot support […]
Jun, 25
Hierarchical Line Integration
This paper presents an acceleration scheme for the numerical computation of sets of trajectories in vector fields or iterated solutions in maps, possibly with simultaneous evaluation of quantities along the curves such as integrals or extrema. It addresses cases with a dense evaluation on the domain, where straightforward approaches are subject to redundant calculations. These […]
Jun, 25
Simulation of shallow water based on shader
We introduce a method for simulate and render of ocean wave by vertex and fragment processing. The method is divided into four stages: wave generation, surface tessellation, optical simulation, and water surface rendering. Our implement not only is a simple wave by influence of terrain like previous work, but also a manipulative model by influence […]
Jun, 25
Acceleration of PET Monte Carlo simulation using the graphics hardware ray-tracing engine
GRAY (High Energy Photon Ray Tracer) is a Monte-Carlo ray-driven high energy photon transport engine for PET and SPECT applications that supports complex mesh based primitives for source distributions, phantom shapes, and detector geometries. Ray tracing is a technique used in computer graphics to render scenes with realistic light properties. We adapted this technique to […]
Jun, 25
Accelerating Regular LDPC Code Decoders on GPUs
Modern active and passive satellite and airborne sensors with higher temporal, spectral and spatial resolutions for Earth remote sensing result in a significant increase in data volume. This poses a challenge for data transmission over error-prone wireless links to a ground receiving station. Low-density parity-check (LDPC) codes have been adopted in modern communication systems for […]
Jun, 25
High-speed parallel wavelet algorithm based on CUDA and its application in three-dimensional surface texture analysis
A new efficient parallel wavelet algorithm was presented in order to speed up wavelet transform in three-dimensional surface texture analysis. It is based NVIDIA’s CUDA (Compute Unified Device Architecture), a new general purpose parallel programming model and instruction set architecture that leverage computational problems on GPU more efficient than CPU. Compared with CPU, GPU has […]
Jun, 25
A two-level simulator for spaceborne SAR
A novel two-level simulator for spaceborne Synthetic Aperture Radar (SAR) is presented in this paper, and this simulator consists of two different simulation levels: the raw signal level and the image level and the implementations are discussed in detail. For the raw signal level, a new model with higher computation efficiency based on Graphic Processor […]
Jun, 25
Real-time 3D reconstruction for mobile robot using catadioptric cameras
This paper presents a 3-second 3D reconstruction algorithm able to process a dense geometric approximation of the surrounding environment. Image acquisition is done by a stereoscopic panoramic system with two color catadioptric cameras mounted on a mobile robot. An algorithm running on a Graphical Processing Unit (GPU) processes the 3D reconstruction in real-time. As the […]