Posts
Jun, 20
Efficient Surface Reconstruction From Noisy Data Using Regularized Membrane Potentials
A physically motivated method for surface reconstruction is proposed that can recover smooth surfaces from noisy and sparse data sets. No orientation information is required. By a new technique based on regularized-membrane potentials the input sample points are aggregated, leading to improved noise tolerability and outlier removal, without sacrificing much with respect to detail (feature) […]
Jun, 20
Solving 2D Nonlinear Unsteady Convection-Diffusion Equations on Heterogenous Platforms with Multiple GPUs
Solving complex convection-diffusion equations is very important to many practical mathematical and physical problems. After the finite difference discretization, most of the time for equations solution is spent on sparse linear equation solvers. In this paper, our goal is to solve 2D Nonlinear Unsteady Convection-Diffusion Equations by accelerating an iterative algorithm named Jacobi-preconditioned QMRCGSTAB on […]
Jun, 20
Accelerating batched 1D-FFT with a CUDA-capable computer
This work concerns the application of CUDA-based software (Compute Unified Device Architecture), developed by NVIDIA for programmable Graphics Processing units (GPUs). CUDA code is written in ‘C for CUDA’, indicating the standard C programming language with NVIDIA extensions.Our goal was to find out, whether batched (multiple) one-dimensional Fast Fourier Transformation (1DFFT), often encountered in various […]
Jun, 20
Distance field transform with an adaptive iteration method
We propose a novel distance field transform method based on an iterative method adaptively performed on an evolving active band. Our method utilizes a narrow band to store active grid points being computed. Unlike the conventional fast marching method, we do not maintain a priority queue, and instead, perform iterative computing inside the band. This […]
Jun, 20
Image-Based Material Restyling with Fast Non-local Means Filtering
This paper presents a new GPU-based implementation of fast non-local means (NLM) filtering for material restyling. Our fast NLM filtering algorithm is able to achive realtime feedback of interactive image editing. Furthermore a novel material editing method based on our fast NLM filtering is proposed to change the material appearance of image-based objects. Given an […]
Jun, 20
A Parallel Streaming Motion Estimation for Real-Time HD H.264 Encoding on Programmable Processors
Motion estimation is an important computing intensive component in most video compression standards. The high computational costs and heavy memory bandwidth requirements of motion estimation give huge pressure to most existing programmable processors, especially in real-time high definition H.264 video encoding. Emerging stream processing model supported by most programmable processors provide a powerful mechanism to […]
Jun, 20
Volumetric Ambient Occlusion for Real-Time Rendering and Games
This new algorithm, based on GPUs, can compute ambient occlusion to inexpensively approximate global-illumination effects in real-time systems and games. The first step in deriving this algorithm is to examine how ambient occlusion relates to the physically founded rendering equation. The correspondence stems from a fuzzy membership function that defines what constitutes nearby occlusions. The […]
Jun, 19
Auto-tuning Dense Matrix Multiplication for GPGPU with Cache
In this paper we discuss about our experiences in improving the performance of GEMM (both single and double precision) on Fermi architecture using CUDA, and how the new features of Fermi such as cache affect performance. It is found that the addition of cache in GPU on one hand helps the processers take advantage of […]
Jun, 19
The Application of CUDA Architecture in Facial Expression Recognition
This work studies the general method of modern graphics processing unit (GPU) calculating and uses compute unified device architecture (CUDA) to present an implementation of facial expression recognition. We calculate the Gromov-Hausdorff distance between faces, and this measures how far each pair of faces are from being isometric. Finally, The results showed the feasibility of […]
Jun, 19
Efficient LBM Visual Simulation on Face-Centered Cubic Lattices
The Lattice Boltzmann method (LBM) for visual simulation of fluid flow generally employs cubic Cartesian (CC) lattices such as the D3Q13 and D3Q19 lattices for the particle transport. However, the CC lattices lead to suboptimal representation of the simulation space. We introduce the face-centered cubic (FCC) lattice, fD3Q13, for LBM simulations. Compared to the CC […]
Jun, 19
Visual system design for excavator simulator with deformable terrain
The visual system of an excavator simulator has been developed in this paper for training human operators and evaluating control strategies for heavy-duty hydraulic machines. In such a system, the operator controls a virtual excavator by means of a joystick while experiencing realistic operating feelings through force feedback, graphical displays, and sound effects in virtual […]
Jun, 19
Fast Query for Exemplar-Based Image Completion
In this paper, we present a fast algorithm for filling unknown regions in an image using the strategy of exemplar-matching. Unlike the original exemplar-based method using exhaustive search, we decompose exemplars into the frequency coefficients and select fewer coefficients which are the most significant to evaluate the matching score. We have also developed a local […]