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Posts

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, […]
Mar, 10

Skeletal rigid skinning with blending patches on the GPU

In this paper, we present a novel skeletal rigid skinning approach. First, we introduce a skeleton extraction technique that produces refined skeletons appropriate for animation from decomposed solid models. Then, to avoid the artifacts generated in previous rigid skinning approaches and the associated high training costs, we develop an efficient and robust rigid skinning technique […]
Mar, 10

Implementing Ultrasound Beamforming on the GPU using CUDA

Todays ultrasound equipment consists mainly of a PC that is attached to several large cards that process the received signals in hardware. These cards take up a lot of space and are costly to develop. As processing power in PC’s increase it is possible move some of this signal processing from specialized hardware to standard […]
Mar, 10

Real-Time Crowd Rendering and Interactions on GPU

The simulation of large crowds of characters is important in many fields of virtual reality, as they can increase the credibility of the virtual environments. Rendering large crowd of characters requires a great mount of computational power. To increase the efficiency for this render, we propose a GPU-based crowd rendering method. We present a novel […]
Mar, 10

A GPU-enhanced cluster for accelerated FMS

The forces modeling and simulation (FMS) community has often been hampered by constraints in computing: not enough resolution, not enough entities, not enough behavioral variants. High performance computing can ameliorate those constraints. The use of Linux clusters is one path to higher performance; the use of graphics processing units (GPU) as accelerators is another. Merging […]

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