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Posts

May, 10

Twin peaks: a software platform for heterogeneous computing on general-purpose and graphics processors

Modern processors are evolving into hybrid, heterogeneous processors with both CPU and GPU cores used for general purpose computation. Several languages such as Brook, CUDA, and more recently OpenCL are being developed to fully harness the potential of these processors. These languages typically involve the control code running on the CPU and the performance-critical, data-parallel […]
May, 9

The GPU-based String Matching System in Advanced AC Algorithm

As one of the most pervasive problems in computer science, string matching is the kernel algorithm in many applications,which especially within the communities of information retrieval and computational biology. Meanwhile, the CPU+GPU heterogeneous parallel platform becomes more and more popular in solving computing intensive applications. This paper implements the webpage matching system with GPU-based advanced […]
May, 9

GPULib: GPU Computing in High-Level Languages

GPULib helps scientists and engineers take advantage of GPUs from within high-level programming environments without requiring any detailed knowledge of the GPU architecture.
May, 9

GPU-based time parallel cache simulator

We present the design of time parallel trace-driven cache simulation for the purpose of evaluating different cache architectures. Due to the long simulation cycles, traditional sequential simulation methods are no longer practical. An obvious way to achieve fast parallel simulation is time parallel. It splits the whole trace into small slices which are assigned to […]
May, 9

Rapid motion compensation for prostate biopsy using GPU

Image-guided procedures have become routine in medicine. Due to the nature of three-dimensional (3-D) structure of the target organs, two-dimensional (2-D) image acquisition is gradually being replaced by 3-D imaging. Specifically in the diagnosis of prostate cancer, biopsy can be performed using 3-D transrectal ultrasound (TRUS) image guidance. Because prostatic cancers are multifocal, it is […]
May, 9

Ocean wave simulation in real-time using GPU

Ocean wave simulation is a popular topic in computer graphics. We often use Fast Fourier Transforms to simulate ocean wave in a statistical model. In order to make ocean wave more realistic we use choppy wave to generate sharp wave, a particle system to simulate wave breaking, and a cube map to shade the ocean […]
May, 9

Simulating soft tissues using a GPU approach of the mass-spring model

The recent advances in the fields such as modeling bio-mechanics of living tissues, haptic technologies, computational capacity, and graphics realism have created conditions necessary in order to develop effective surgical training using virtual environments. However, virtual simulators need to meet two requirements, they need to be real-time and highly realistic. The most expensive computational task […]
May, 9

GPU Based Fluid Animation over Elastic Surface Models

In this work, we focus on flow animation in elastic surfaces described by mass-spring models for computer game applications. We propose the combination of an efficient fluid model, that does not require solution of complicated equations, with a mass-spring approach to simulate the deformable surface. Firstly, we describe the fluid model for simulating the flow […]
May, 9

GPU-accelerated computation for robust motion tracking using the CUDA framework

In this paper, we discuss our implementation of a graphics hardware acceleration of the Vector Coherence Mapping vision processing algorithm. Using this algorithm as our test case, we discuss our optimization strategy for various vision processing operations using NVIDIA’s new CUDA programming framework. We also demonstrate how flexibly and readily vision processing algorithms can be […]
May, 9

Real-Time Rendering for 3D Game Terrain with GPU Optimization

In this paper, a more suitable algorithm for 3D game terrain real-time rendering is put forward based on geometry clipmaps algorithm and combined with 3D games. In this algorithm, the entire terrain can be rendered through only one draw call by improving the structure of grid and the organizational structure of the index, which can […]
May, 9

Development of a GPU based two-way time transfer modem

We have developed a new two-way time transfer modem, which adopts a dual pseudo-random noise (DPN) code. The usage of DPN signal dramatically improves time transfer precision without increasing connection fees of commercial communication satellites. In addition, the new modem is based on software-defined radio technology. As the only drawback of such a software implementation […]
May, 8

Hierarchical Octree and Sub-Volume Texture Block Projection for GPU Accelerated Ray Casting Volume Rendering

Because of large volume data and slow speed in volume rendering, it proposes a new method for ray casting volume rendering using graphics processing unit (GPU). This algorithm firstly uses sub-volume texture block projection and then subdivides 3D volume texture while coding with hierarchical octree, projection information is used for rendering non-empty blocks from front […]

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