Posts
Mar, 16
GPU based acceleration of first principles calculation
We present a Graphics Processing Unit (GPU) accelerated simulations of first principles electronic structure calculations. The FFT, which is the most time-consuming part, is about 10 times accelerated. As the result, the total computation time of a first principles calculation is reduced to 15 percent of that of the CPU.
Mar, 16
GPU-Based Volume Rendering for Medical Imagery
During the quick advancements of medical image visualization and augmented virtual reality application, the low performance of the volume rendering algorithm is still a “bottle neck”. To facilitate the usage of well developed hardware resource, a novel graphics processing unit (GPU)-based volume ray-casting algorithm is proposed in this paper. Running on a normal PC, it […]
Mar, 16
GPU-based frequency domain volume rendering
Frequency domain volume rendering (FVR) is a volume rendering technique with lower computational complexity as compared to other techniques. In this paper the FVR algorithm is accelerated by factor of 17 by mapping the rendering stage to the GPU. The overall hardware-accelerated pipeline is discussed and the changes according to previous work are pointed out. […]
Mar, 16
Patterns of Inefficient Performance Behavior in GPU Applications
Writing efficient software for heterogeneous architectures equipped with modern accelerator devices presents a serious challenge to programmer productivity, creating a need for powerful performance-analysis tools to adequately support the software development process. To guide the design of such tools, we describe typical patterns of inefficient runtime behavior that may adversely affect the performance of applications […]
Mar, 15
Efficient Shadows for GPU-based Volume Raycasting
GPU-based raycasting has emerged as the defacto standard for interactive volume rendering on off-the-shelf graphics hardware. Even though in theory this technique can be easily extended by shadow feelers in order to support shadows, this obvious approach has a major impact on the rendering performance. In this paper we will investigate shadowing extensions for GPU- […]
Mar, 15
Interactive GPU-based Collision Detection
F two closed polygonal objects with outfacing normals intersect each other there exist one or more lines that intersect these objects at at least two consecutive front or back facing object points. In this work we present a method to efficiently detect these lines using depth-peeling and simple fragment operations. Of all polygons only those […]
Mar, 15
GPUGI: Global Illumination Effects on the GPU
In this tutorial we explain how global illumination rendering methods can be implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of DirectX/OpenGL pipelines, but require global geometric or illumination information when shading a point. In addition to the theory and state of the art of these approaches, […]
Mar, 15
Compensated Visual Hull with GPU-Based Optimization
We propose an advanced visual hull technique to compensate for outliers using the reliabilities of silhouettes. The proposed method consists of a foreground extraction technique with multiple thresholds based on the Generalized Gaussian Family model and a compensated visual hull algorithm. We proved that the proposed technique constructs a compact visual hull even in the […]
Mar, 15
A framework for efficient and scalable execution of domain-specific templates on GPUs
Graphics processing units (GPUs) have emerged as important players in the transition of the computing industry from sequential to multi- and many-core computing. We propose a software framework for execution of domain-specific parallel templates on GPUs, which simultaneously raises the abstraction level of GPU programming and ensures efficient execution with forward scalability to large data […]
Mar, 15
A Package for OpenCL Based Heterogeneous Computing on Clusters with Many GPU Devices
Heterogeneous systems provide new opportunities to increase the performance of parallel applications on clusters with CPU and GPU architectures. Currently, applications that utilize GPU devices run their device-executable code on local devices in their respective hosting-nodes. This paper presents a package for running OpenMP, C++ and unmodified OpenCL applications on clusters with many GPU devices. […]
Mar, 15
Efficient Canny Edge Detection Using a GPU
Recent GPUs, which have many processing units connected with a global memory, can be used for general purpose parallel computation. Users can develop parallel programs running on GPUs using programming architecture called CUDA (Compute Unified Device Architecture). The main contribution of this paper is to implement a Canny edge detection algorithm on CUDA. The experimental […]
Mar, 15
Dense point trajectories by GPU-accelerated large displacement optical flow
Dense and accurate motion tracking is an important requirement for many video feature extraction algorithms. In this paper we provide a method for computing point trajectories based on a fast parallel implementation of a recent optical flow algorithm that tolerates fast motion. The parallel implementation of large displacement optical flow runs about 78x faster than […]