Posts
Feb, 11
EigenCFA: accelerating flow analysis with GPUs
We describe, implement and benchmark EigenCFA, an algorithm for accelerating higher-order control-flow analysis (specifically, 0CFA) with a GPU. Ultimately, our program transformations, reductions and optimizations achieve a factor of 72 speedup over an optimized CPU implementation. We began our investigation with the view that GPUs accelerate high-arithmetic, data-parallel computations with a poor tolerance for branching. […]
Feb, 11
Fast computing of scattering maps of nanostructures using graphical processing units
Scattering maps from strained or disordered nano-structures around a Bragg reflection can either be computed quickly using approximations and a (Fast) Fourier transform, or using individual atomic positions. In this article we show that it is possible to compute up to 4.10^10 $reflections.atoms/s using a single graphic card, and we evaluate how this speed depends […]
Feb, 11
Accelerating the solution of families of shifted linear systems with CUDA
We describe the GPU implementation of shifted or multimass iterative solvers for sparse linear systems of the sort encountered in lattice gauge theory. We provide a generic tool that can be used by those without GPU programming experience to accelerate the simulation of a wide array of theories. We stress genericity, which is important to […]
Feb, 10
Interpretive OpenGL for computer graphics
OpenGL is the industry-leading, cross-platform graphics application programming interface (API), and the only major API with support for virtually all operating systems. Many languages, such as Fortran, Java, Tcl/Tk, and Python, have OpenGL bindings to take advantage of OpenGL visualization power. In this article, we present Ch OpenGL Toolkit, a truly platform-independent Ch binding to […]
Feb, 10
Interactive Computer Graphics: A Top-Down Approach Using OpenGL (5th Edition)
Interactive Computer Graphics fourth edition presents introductory computer graphics concepts using a proven top-down, programming-oriented approach and careful integration of OpenGL to teach core concepts. The fourth edition has been revised to more closely follow the OpenGL pipeline architecture and includes a new chapter on programmable hardware topics (vertex shaders). As with previous editions, readers […]
Feb, 10
OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2 (5th Edition)
The “OpenGL Programming Guide”, now in its third edition, is the definitive volume for programmers using this evolving graphics interface standard. Written by members of the OpenGL Architecture Review Board, this book offers understandable tutorials and lessons on getting up to speed and getting the most out of the latest version of OpenGL, version 1.2. […]
Feb, 10
OpenGL(R) Shading Language (2nd Edition)
OpenGL(R) Shading Language, Second Edition, extensively updated for OpenGL 2.0, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and […]
Feb, 10
GLSV: Graphics library stereo vision for OpenGL
This work proposes the development of an auxiliary library for use with OpenGL, to facilitate the creation of graphic applications incorporating stereoscopic representation. This library, christened graphics library stereo vision (GLSV), is designed to remove all calculations involving knowledge of stereo vision theory from the task performed by the programmer without the latter having to […]
Feb, 10
Scaling LAPACK panel operations using parallel cache assignment
In LAPACK many matrix operations are cast as block algorithms which iteratively process a panel using an unblocked algorithm and then update a remainder matrix using the high performance Level 3 BLAS. The Level 3 BLAS have excellent weak scaling, but panel processing tends to be bus bound, and thus scales with bus speed rather […]
Feb, 10
Random-access rendering of general vector graphics
We introduce a novel representation for random-access rendering of antialiased vector graphics on the GPU, along with efficient encoding and rendering algorithms. The representation supports a broad class of vector primitives, including multiple layers of semitransparent filled and stroked shapes, with quadratic outlines and color gradients. Our approach is to create a coarse lattice in […]
Feb, 10
Precomputed Atmospheric Scattering
We present a new and accurate method to render the atmosphere in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering into account. Our method reproduces many effects of the scattering of light, such as the daylight and twilight sky color and aerial perspective for all […]
Feb, 10
Comparing FPGAs to Graphics Accelerators and the Playstation 2 Using a Unified Source Description
Field programmable gate arrays (FPGAs), graphics processing units (GPUs) and Sony’s Playstation 2 vector units offer scope for hardware acceleration of applications. We compare the performance of these architectures using a unified description based on A Stream Compiler (ASC) for FPGAs, which has been extended to target GPUs and PS2 vector units. Programming these architectures […]