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Posts

Mar, 14

Hardware Acceleration of EDA Algorithms: Custom ICs, FPGAs and GPUs

This book deals with the acceleration of EDA algorithms using hardware platforms such as FPGAs and GPUs. Widely applied CAD algorithms are evaluated and compared for potential acceleration on FPGAs and GPUs. Coverage includes discussion of conditions under which it is preferable to use one platform over another, e.g., when an EDA problem has a […]
Mar, 14

Expanding the boundaries of GPU computing

Supporting up to 16 PCI Express devices in a flexible, highly efficient design, the Dell PowerEdge C410x expansion chassis helps organizations take advantage of the next step in high-performance computing architectures: GPU computing.
Mar, 14

GPU Accelerated Cardiac Electrophysiology

Numerical simulations of cellular membranes are useful for both basic science and increasingly for clinical diagnostic and therapeutic applications. A common bottleneck in such simulations arises from solving large highly complex stiff systems of ordinary differential equations (ODEs) thousands of times for numerous collocation points (representing cells) throughout a three-dimensional volume. For some electrophysiology simulations, […]
Mar, 13

Comparing GPU and CPU in OLAP Cubes Creation

GPGPU (General Purpose Graphical Processing Unit) programming is receiving more attention recently because of enormous computations speed up offered by this technology. GPGPU is applied in many branches of science and industry not excluding databases, even if this is not the primary field of expected benefits. In this paper a typical time consuming database algorithm, […]
Mar, 13

Obsidian: GPU Programming in Haskell

Obsidian is a language for data-parallel programming embedded in Haskell. As the Obsidian programs are run, C code is generated. This C code can be compiled for an NVIDIA 8800 series GPU (Graphics Processing Unit), or for other high-end NVIDIA GPUs. The idea is that the style of programming used in Lava for structural hardware […]
Mar, 13

Obsidian: GPU Kernel Programming in Haskell (thesis)

Graphics Processing Units (GPUs) are evolving into powerful general purpose computing platforms. At first, GPU performance was driven by the requirements of 3D graphics computer games. To fit this workload, a GPU is a many-core processor suitable for the data-parallel programming paradigm. Today, GPUs come with hundreds of processing elements and a theoretical single precision […]
Mar, 13

High Quality Elliptical Texture Filtering on GPU

The quality of the available hardware texture filtering, even on state of the art graphics hardware, suffers from several aliasing artifacts, in both spatial and temporal domain. Those artifacts are mostly evident in extreme conditions, such as grazing viewing angles, highly warped texture coordinates, or extreme perspective and become especially annoying when animation is involved. […]
Mar, 13

GPU-based Multilevel Clustering

The processing power of parallel co-processors like the Graphics Processing Unit (GPU) are dramatically increasing. However, up until now only a few approaches have been presented to utilize this kind of hardware for mesh clustering purposes. In this paper we introduce a Multilevel clustering technique designed as a parallel algorithm and solely implemented on the […]
Mar, 13

Real-Time Image Segmentation on a GPU

Efficient segmentation of color images is important for many applications in computer vision. Non-parametric solutions are required in situations where little or no prior knowledge about the data is available. In this paper, we present a novel parallel image segmentation algorithm which segments images in real-time in a non-parametric way. The algorithm finds the equilibrium […]
Mar, 13

A Quantitative Performance Analysis Model for GPU Architectures

We develop a microbenchmark-based performance model for NVIDIA GeForce 200-series GPUs. Our model identifies GPU program bottlenecks and quantitatively analyzes performance, and thus allows programmers and architects to predict the benefits of potential program optimizations and architectural improvements. In particular, we use a microbenchmark-based approach to develop a throughput model for three major components of […]
Mar, 13

Interactive Volume Rendering Aurora on the GPU

We present a combination of techniques to render the aurora borealis in real time on a modern graphics processing unit (GPU). Unlike the general 3D volume rendering problem, an auroral display is emissive and can be factored into a height-dependent energy deposition function, and a 2D electron flux map. We also present a GPU-friendly atmosphere […]
Mar, 13

GPU Objects

Points, lines, and polygons have been the fundamental primitives in graphics. Graphics hardware is optimized to handle them in a pipeline. Other objects are converted to these primitives before rendering. Programmable GPUs have made it possible to introduce a wide class of computations on each vertex and on each fragment. In this paper, we outline […]

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