2921

Posts

Feb, 9

Real-time GPU color-based segmentation of football players

In this paper, we propose a multi-camera application capable of processing high resolution images and extracting features based on colors patterns over graphic processing units (GPU). The goal is to work in real time under the uncontrolled environment of a sport event like a football match. Since football players are composed for diverse and complex […]
Feb, 9

Scalable SMT-based verification of GPU kernel functions

Interest in Graphical Processing Units (GPUs) is skyrocketing due to their potential to yield spectacular performance on many important computing applications. Unfortunately, writing such efficient GPU kernels requires painstaking manual optimization effort which is very error prone. We contribute the first comprehensive symbolic verifier for kernels written in CUDA C. Called the ‘Prover of User […]
Feb, 8

Mobile 3D Graphics

While advanced 3D graphics techniques are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and shows what these new embedded systems graphics libraries […]
Feb, 8

Real-time relief mapping on arbitrary polygonal surfaces

This paper presents a technique for mapping relief textures onto arbitrary polygonal models in real time. In this approach, the mapping of the relief data is done in tangent space. As a result, it can be applied to polygonal representations of curved surfaces producing correct self-occlusions, interpenetrations, shadows and per-pixel lighting effects. The approach can […]
Feb, 8

Adaptive sampling of intersectable models exploiting image and object-space coherence

We present a sampling strategy and rendering framework for intersectable models, whose surface is implicitly defined by a black box intersection test that provides the location and normal of the closest intersection of a ray with the surface. To speed up image generation despite potentially slow intersection tests, our method exploits spatial coherence by adjusting […]
Feb, 8

VolQD: Direct Volume Rendering of Multi-million Atom Quantum Dot Simulations

In this work we present a hardware-accelerated direct volume rendering system for visualizing multivariate wave functions in semiconducting quantum dot (QD) simulations. The simulation data contains the probability density values of multiple electron orbitals for up to tens of millions of atoms, computed by the NEMO3-D quantum device simulator software run on large-scale cluster architectures. […]
Feb, 8

Automatic C-to-CUDA Code Generation for Affine Programs

Graphics Processing Units (GPUs) offer tremendous computational power. CUDA (Compute Unified Device Architecture) provides a multi-threaded parallel programming model, facilitating high performance implementations of general-purpose computations. However, the explicitly managed memory hierarchy and multi-level parallel view make manual development of high-performance CUDA code rather complicated. Hence the automatic transformation of sequential input programs into efficient […]
Feb, 8

Automatic program parallelization for multicore processors

With the advent of multi-core processors the problem of designing application that efficiently can utilize it performance become more and more important. Moreover developing programs for these processors requires from the programmers some additional, specific knowledge about the processor architecture. In multi-core systems efficient program execution is the main issue. It can even happen that […]
Feb, 8

Partitioning streaming parallelism for multi-cores: a machine learning based approach

Stream based languages are a popular approach to expressing parallelism in modern applications. The efficient mapping of streaming parallelism to multi-core processors is, however, highly dependent on the program and underlying architecture. We address this by developing a portable and automatic compiler-based approach to partitioning streaming programs using machine learning. Our technique predicts the ideal […]
Feb, 8

Real-Time Simulation and Visualization of Subject-Specific 3D Lung Dynamics

In this paper we discuss a framework for modeling the 3D lung dynamics of normal and diseased human subjects and visualizing them using an Augmented Reality (AR) based environment. The framework is based on the results obtained from pulmonary function tests and lung image-data of human subjects obtained from 4D High-Resolution Computed Tomography (HRCT). The […]
Feb, 8

Towards On-Line Digital Doubles

We present a modular system for real-time 3D-scanning of human bodies under motion. The high-resolution shape and colour appearance is captured by several scanning units positioned around the object of interest. Each of these units performs a foreground-background segmentation and computes a valid depth-range for the spatially neighbouring units. Multiple depth-ranges are combined in a […]
Feb, 8

Programmable shaders for deformation rendering

In this paper, we present a method for rendering deformations as part of the programmable shader pipeline of contemporary Graphical Processing Units. In our method, we allow general deformations including cuts. Previous approaches to deformation place the role of the GPU as a general purpose processor for computing vertex displacement. With the advent of vertex […]

* * *

* * *

HGPU group © 2010-2024 hgpu.org

All rights belong to the respective authors

Contact us: