3296

Posts

Mar, 12

Fast Optimal Mass Transport for Dynamic Active Contour Tracking on the GPU

In computational vision, visual tracking remains one of the most challenging problems due to noise, clutter, occlusion, and dynamic scenes. No one technique has yet managed to solve this problem completely, but those that employ control- theoretic filtering techniques have proven to be quite successful. In this work, we extend one such technique by Niethammer […]
Mar, 11

Stereo depth with a Unified Architecture GPU

This paper describes how the calculation of depth from stereo images was accelerated using a GPU. The Compute Unified Device Architecture (CUDA) from NVIDIA was employed in novel ways to compute depth using BT cost matching and the semi-global matching algorithm. The challenges of mapping a sequential algorithm to a massively parallel thread environment and […]
Mar, 11

GPU-Accelerated Text Mining

Accelerating hardware devices represent a novel promise for im- proving the performance for many problem domains but it is not clear for which domains what accelerators are suitable. While there is no room in general-purpose processor design to significantly in- crease the processor frequency, developers are instead resorting to multi-core chips duplicating conventional computing capabilities […]
Mar, 11

The GPU as a high performance computational resource

With the introduction in 2003 of standard GPUs with 32 bit floating point numbers and programmable Vertex and Fragment processors, the processing power of the GPU was made available to non-graphics applications. As the GPU is aimed at computer graphics, the concepts in GPU-programming are based on computer graphics terminology, and the strategies for programming […]
Mar, 11

Interactive SPH Simulation and Rendering on the GPU

In this paper we introduce a novel parallel and interactive SPH simulation and rendering method on the GPU using CUDA which allows for high quality visualization. The crucial particle neighborhood search is based on Z-indexing and parallel sorting which eliminates GPU memory overhead due to grid or hierarchical data structures. Furthermore, it overcomes limitations imposed […]
Mar, 11

Using GPU shaders for visualization

GPU shaders seem used mostly for gaming and other forms of entertainment and simulation. But they have less-obvious visualization uses, for the same reasons that interest the gaming community: improved appearance and performance. This column looks at the use of shaders and the OpenGL shading language (GLSL) in two common visualization applications: point clouds and […]
Mar, 11

Anisotropic Kuwahara Filtering on the GPU

In this chapter we present an implementation of the anisotropic Kuwahara filter. The anisotropic Kuwahara filter is a generalization of the Kuwahara filter that avoids artifacts by adapting shape, scale and orientation of the filter to the local structure of the input. Due to this adaption, directional image features are better preserved and emphasized. This […]
Mar, 11

Realtime Loop Subdivision on the GPU

In “A realtime GPU subdivision kernel” (SIGGRAPH 2005), Shiue et al. showed that, in principle, all major features of subdivision algorithms can be realized in the framework of highly parallel stream processing. Shiue et al. tested the approach by implementing Catmull-Clark subdivision, with semi-smooth creases and global boundaries, in programmable graphics hardware, at near realtime […]
Mar, 11

Pseudorandom number generation on the GPU

Statistical algorithms such as Monte Carlo integration are good candidates to run on graphics processing units. The heart of these algorithms is random number generation, which generally has been done on the CPU. In this paper we present GPU implementations of three random number generators. We show how to overcome limitations of GPU hardware that […]
Mar, 11

Multi Agent Navigation on the GPU

We present a unique and elegant graphics hardware realization of multi agent simulation. Specifically, we adapted Velocity Obstacles that suits well parallel computation on single instruction, multiple thread, SIMT, type architecture. We explore hash based nearest neighbors search to considerably optimize the algorithm when mapped on to the GPU. Moreover, to alleviate inefficiencies of agent […]
Mar, 11

Real-time human detection using histograms of oriented gradients on a GPU

Human detection has always been an important part of computer vision but many implementations lack the real-time performance that real world applications require. This paper presents a real-time implementation of human detection in video using the state-of-the-art histograms of oriented gradients method. Each image in the video sequence is tested at multiple scales using a […]
Mar, 10

Tabu Search with two approaches to parallel flowshop evaluation on CUDA platform

The introduction of NVidia’s powerful Tesla GPU hardware and Compute Unified Device Architecture (CUDA) platform enable many-core parallel programming. As a result, existing algorithms implemented on a GPU can run many times faster than on modern CPUs. Relatively little research has been done so far on GPU implementations of discrete optimisation algorithms. In this paper, […]

* * *

* * *

HGPU group © 2010-2024 hgpu.org

All rights belong to the respective authors

Contact us: