Posts
Feb, 7
High-Quality Point-Based Rendering on Modern GPUs
In the last years, point-based rendering has been shown to offer the potential to outperform traditional triangle based rendering both in speed and visual quality when it comes to processing highly complex models. Existing surface splatting techniques achieve superior visual quality by proper filtering but they are still limited in rendering speed. On the other […]
Feb, 7
A New Data Layout For Set Intersection on GPUs
Set intersection is the core in a variety of problems, e.g. frequent itemset mining and sparse boolean matrix multiplication. It is well-known that large speed gains can, for some computational problems, be obtained by using a graphics processing unit (GPU) as a massively parallel computing device. However, GPUs require highly regular control flow and memory […]
Feb, 7
Real-time Spatiotemporal Stereo Matching Using the Dual-Cross-Bilateral Grid
We introduce a real-time stereo matching technique based on a reformulation of Yoon and Kweon’s adaptive support weights algorithm [1]. Our implementation uses the bilateral grid to achieve a speedup of 200x compared to a straightforward full-kernel GPU implementation, making it the fastest technique on the Middlebury website. We introduce a colour component into our […]
Feb, 7
Rendering Forest Scenes in Real-Time
Forests are crucial for scene realism in applications such as flight simulators. This paper proposes a new representation allowing for the real-time rendering of realistic forests covering an arbitrary terrain. It lets us produce dense forests corresponding to continuous non-repetitive fields made of thousands of trees with full parallax. Our representation draws on volumetric textures […]
Feb, 7
Interactive collision detection for complex and deformable models using programmable graphics hardware
In this paper we present an interactive collision detection algorithm for complex and deformable objects. For two target models, our approach rapidly calculates their region of interests (ROI), which is the overlapping of their axis aligned bounding boxes (AABBs), in CPU. The surfaces of both models inside the ROI are then voxelized using a novel […]
Feb, 7
Optimal automatic multi-pass shader partitioning by dynamic programming
Complex shaders must be partitioned into multiple passes to execute on GPUs with limited hardware resources. Automatic partitioning gives rise to an NP-hard scheduling problem that can be solved by any number of established techniques. One such technique, Dynamic Programming (DP), is commonly used for instruction scheduling and register allocation in the code generation phase […]
Feb, 6
Automatically translating a general purpose C++ image processing library for GPUs
This paper presents work-in-progress towards a C++ source-to-source translator that automatically seeks parallelizable code fragments and replaces them with code for a graphics co-processor. We report on our experience with accelerating an industrial image processing library. To increase the effectiveness of our approach, we exploit some domain-specific knowledge of the library’s semantics. We outline the […]
Feb, 6
Explicit Control of Vector Field Based Shape Deformations
Vector field based shape deformations (VFSD) have been introduced as an efficient method to deform shapes in a volume-preserving foldover-free manner. However, mainly simple implicitly defined shapes like spheres or cylinders have been explored as deformation tools by now. In contrast, boundary constraint modeling approaches enable the user to exactly define the support of the […]
Feb, 6
Lighting Details Preserving Photon Density Estimation
Standard density estimation approaches suffer from visible bias due to low-pass filtering of the lighting function. Therefore, most photon density estimation methods have been used primarily with inefficient Monte Carlo final gathering to achieve high-quality results for the indirect illumination. We present a density estimation technique for efficiently computing all-frequency global illumination in diffuse and […]
Feb, 6
GPU-accelerated real-time 3D tracking for humanoid locomotion and stair climbing
For humanoid robots to fully realize their biped potential in a three-dimensional world and step over, around or onto obstacles such as stairs, appropriate and efficient approaches to execution, planning and perception are required. To this end, we have accelerated a robust model-based three-dimensional tracking system by programmable graphics hardware to operate online at frame-rate […]
Feb, 6
GPU-accelerated surface denoising and morphing with lattice Boltzmann scheme
In this paper, we introduce a parallel numerical scheme, the Lattice Boltzmann method, to shape modeling applications. The motivation of using this originally-designed fluid dynamics solver in surface modeling is its simplicity, locality, parallelism from the cellular-automata-originated updating rules, which can directly be mapped onto modern graphics hardware. A surface is implicitly represented by the […]
Feb, 6
Financial modeling on the cell broadband engine
High performance computing is critical for financial markets where analysts seek to accelerate complex optimizations such as pricing engines to maintain a competitive edge. In this paper we investigate the performance of financial workloads on the Sony-Toshiba- IBM Cell Broadband Engine, a heterogeneous multicore chip architected for intensive gaming applications and high performance computing. We […]