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Posts

Feb, 1

Modeling and generating complex motion blur for real-time tracking

This article addresses the problem of real-time visual tracking in presence of complex motion blur. Previous authors have observed that efficient tracking can be obtained by matching blurred images instead of applying the computationally expensive task of deblurring (H. Jin et al., 2005). The study was however limited to translational blur. In this work, we […]
Feb, 1

Line-art Illustration of Dynamic and Specular Surfaces

Line-art illustrations are effective tools for conveying shapes and shading of complex objects. We present a set of new algorithms to render line-art illustrations of dynamic and specular (reflective and refractive) surfaces. We first introduce a real-time principal direction estimation algorithm to determine the line stroke directions on dynamic opaque objects using neighboring normal ray […]
Feb, 1

Lazy Solid Texture Synthesis

Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the […]
Feb, 1

Algebraic Splats Representation for Point Based Models

The primitives of point-based representations are independent but are rendered using surfels, which approximate the immediate neighborhood of each point linearly. A large number of surfels are needed to convey the exact shape. Higher-order approximations of the local neighborhood have the potential to represent the shape using fewer primitives, simultaneously achieving higher rendering speeds. In […]
Feb, 1

SPH on GPU with CUDA

A Smoothed Particle Hydrodynamics (SPH) method for free surface flows has been implemented on a graphical processing unit (GPU) using the Compute Unified Device Architecture (CUDA) developed by Nvidia, resulting in tremendous speed-ups. The entire SPH code, with its three main components: neighbor list construction, force computation, and integration of the equation of motion, is […]
Feb, 1

Constraint Fluids on GPU

The processing power of graphics hardware has increased tremendously in the last several years and they are therefore used more and more outside of their intended domain of graphics rendering. This thesis describes the implementation and results of a fluid simulator, using the constraint fluid method, which harnesses the processing power of modern GPUs, in […]
Feb, 1

Computational Fluid Dynamic on GPU

Computational Fluid Dynamics, an important branch in HPC field, has a history of seeking and requiring higher computational performance. The traditional way to satisfy this quest is to use faster machines or supercomputers. Yet these approaches seem inconvenient and costly to many individual researchers. We investigated the use of GPU to accelerate CFD codes and […]
Feb, 1

GPU as a Parallel Machine: Sorting on the GPU

Sorting is a fundamental algorithmic building block. One of the most studied problems in computer science is ordering a list of items efficiently. Buck and Purcell showed how the parallel bitonic merge sort algorithm, could exploit many of the parallel features of the SIMD architecture of the GPU. Efficient sorting has practical importance to optimizing […]
Feb, 1

Introduction to GPU programming for EDA

Advances in GPU technology have propelled the GPU into arenas far afield from the traditional, isolated roles they have previously played. With hundreds of processing units in a single GPU, substantial speedups can be achieved by harnessing their power to augment the performance of the traditional single- or multi-core CPU on certain compute-intensive applications. However, […]
Feb, 1

Uncontracted Rys Quadrature Implementation of up to G Functions on Graphical Processing Units

An implementation is presented of an uncontracted Rys quadrature algorithm for electron repulsion integrals, including up to g functions on graphical processing units (GPUs). The general GPU programming model, the challenges associated with implementing the Rys quadrature on these highly parallel emerging architectures, and a new approach to implementing the quadrature are outlined. The performance […]
Jan, 31

Towards Automated Learning of Object Detectors

Recognizing arbitrary objects in images or video sequences is a difficult task for a computer vision system. We work towards automated learning of object detectors from video sequences (without user interaction). Our system uses object motion as an important cue to detect independently moving objects in the input sequence. The largest object is always taken […]
Jan, 31

Batched Multi Triangulation

The multi triangulation framework (MT) is a very general approach for managing adaptive resolution in triangle meshes. The key idea is arranging mesh fragments at different resolution in a directed acyclic graph (DAG) which encodes the dependencies between fragments, thereby encompassing a wide class of multiresolution approaches that use hierarchies or DAGs with predefined topology. […]

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