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Posts

Apr, 28

Aeolian Sand Movement and Interacting with Vegetation: A GPU Based Simulation and Visualization Method

Simulation and visualization on aeolian sand movement and its interaction with vegetation are a challenging subject. In this work, we proposed a physically and procedurally based modeling and simulation method that can be used to synthesize sandy terrain with vegetation covers. For realizing a real-time simulation process, we implemented the method on the programming graphics […]
Apr, 28

GPU acceleration of linear systems for computational electromagnetic simulations

The use of Graphical Processing Units (GPUs) to perform computational electromagnetic simulations has been proven over past several years to increase the calculation speed. By examining the various mathematical processes used in various techniques, appropriate algorithms for the GPU can be developed to speed up the simulations. Understanding how to map algorithms appropriately to the […]
Apr, 28

MATLAB graphical interface for GPU based FDTD method

Graphical processing units (GPU) has been recently used for the implementation of the FDTD method for electromagnetics. These processors, found inside graphics cards, are able to execute numerical calculations at speeds many times faster than that of modern CPUpsilas. Such speed gains allow for many common FDTD simulations to be performed in as little as […]
Apr, 28

GPU Ray Casting with Arbitrary Shaped Proxy

An improved volume rendering method is presented for interactive visualization of volume datasets. The key idea of our technique is using arbitrary shaped geometry as GPU (Graphical Processing Units) ray casting proxy instead of bounding box geometry. We implement this technique on CT datasets. The results show that the improvement of rendering efficiency can be […]
Apr, 28

GPU implementation of the pixel purity index algorithm for hyperspectral image analysis

Hyperspectral imaging is a new technique in remote sensing that generates images with hundreds of spectral bands, at different wavelength channels, for the same area on the surface of the Earth. The price paid for such a wealth of spectral information is the enormous amounts of data to be processed. In recent years, several efforts […]
Apr, 28

Multi-Pass and Frame Parallel Algorithms of Motion Estimation in H.264/AVC for Generic GPU

In this paper, multi-pass and frame parallel algorithms are proposed to accelerate various motion estimation (ME) tools in H.264 with the graphics processing unit (GPU). By the multi-pass method to unroll and rearrange the multiple nested loops, the integer-pel ME can be implemented with two-pass process on GPU. Moreover, fractional ME needs six passes for […]
Apr, 28

Petascale Direct Numerical Simulation of Blood Flow on 200K Cores and Heterogeneous Architectures

We present a fast, petaflop-scalable algorithm for Stokesian particulate flows. Our goal is the direct simulation of blood, which we model as a mixture of a Stokesian fluid (plasma) and red blood cells (RBCs). Directly simulating blood is a challenging multiscale, multiphysics problem. We report simulations with up to 200 million deformable RBCs. The largest […]
Apr, 28

Three-Dimensional Image Warping on Programmable Graphics Hardware

Many image-based rendering systems are based on three-dimensional image warping (3D Warping), which transforms pixels in reference image to destination view. However, the original 3D warping equation, proposed by McMillan and Bishop, is derived under one special coordinate system, making its inability of direct implementation on programmable graphics hardware. In this paper, we revisit the […]
Apr, 28

An 80-Fold Speedup, 15.0 TFlops Full GPU Acceleration of Non-Hydrostatic Weather Model ASUCA Production Code

Regional weather forecasting demands fast simulation over fine-grained grids, resulting in extremely memory- bottlenecked computation, a difficult problem on conventional supercomputers. Early work on accelerating mainstream weather code WRF using GPUs with their high memory performance, however, resulted in only minor speedup due to partial GPU porting of the huge code. Our full CUDA porting […]
Apr, 27

Computer-Generated Marbling Textures: A GPU-Based Design System

A computer system for interactively creating marbling textures is built on the physical model of the traditional marbling process. The approach generates marbling designs as the result of color advection in the 2D flow fields obtained by numerically solving the Navier-Stokes equations on the GPU with a multigrid solver
Apr, 27

A Method for Large-Scale Terrain Rendering Based-on GPU

This paper presents a method for large-scale terrain rendering based on GPU programming. The total terrain data is partitioned into many smaller pages evenly, and the real-time scheduling for massive terrain data is realized with viewpoint-based pre-loading method and the page buffer pool management technology. With the idea of LOD algorithm, each page is divided […]
Apr, 27

GPU accelerated preprocessing for potential-visible set

A pre-processing technique for potential-visible set of the region of the great 3D scenes by using the highly processing power, parallelism and general-purpose computation of GPU is presented. The precision of scene segmentation and maximum error are used to adjust the computing speed and the accuracy of the potential visible set and the required storage […]

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