Posts
Jan, 20
Radiometric Compensation through Inverse Light Transport
Radiometric compensation techniques allow seamless projections onto complex everyday surfaces. Implemented with projector-camera systems they support the presentation of visual content in situations where projection-optimized screens are not available or not desired – as in museums, historic sites, air-plane cabins, or stage performances. We propose a novel approach that employs the full light transport between […]
Jan, 20
Simultaneous and fast 3D tracking of multiple faces in video by GPU-based stream processing
In this work, we implement a real-time visual tracker that targets the position and 3D pose of objects in video sequences, specifically faces. Using stream processors for performing the computations as well as efficient sparse-template-based particle filtering allows us to achieve real-time processing even when tracking multiple objects simultaneously in high- resolution video frames. Stream […]
Jan, 20
Contouring for Power Systems Using Graphical Processing Units
To improve situational awareness in power systems, one useful tool used in control centers is bus (or substation) data contouring. Traditionally, the methods developed have used CPU processing, leading to long contour rendering times that reduce interactivity with the visualization. To improve interactivity and increase the data rate which can be handled, contouring methods utilizing […]
Jan, 20
SPRAT: Runtime processor selection for energy-aware computing
A commodity personal computer (PC) can be seen as a hybrid computing system equipped with two different kinds of processors, i.e. CPU and a graphics processing unit (GPU). Since the superiorities of GPUs in the performance and the power efficiency strongly depend on the system configuration and the data size determined at the runtime, a […]
Jan, 20
Evolution of image filters on graphics processor units using Cartesian Genetic Programming
Graphics processor units are fast, inexpensive parallel computing devices. Recently there has been great interest in harnessing this power for various types of scientific computation, including genetic programming. In previous work, we have shown that using the graphics processor provides dramatic speed improvements over a standard CPU in the context of fitness evaluation. In this […]
Jan, 20
Real-Time GPU-Based Voxel Carving with Systematic Occlusion Handling
We present an approach to compute the visual hulls of multiple people in real-time in the presence of occlusions. We prove that the resulting visual hulls are correct and minimal under occlusions. Our proposed algorithm runs completely on the GPU with framerates up to 50fps for multiple people using only one computer equipped with off-the-shelf […]
Jan, 20
Fast development of dense linear algebra codes on graphics processors
We present an application programming interface (API) for the C programming language that facilitates the development of dense linear algebra algorithms on graphics processors applying the FLAME methodology. The interface, built on top of the NVIDIA CUBLAS library, implements all the computational functionality of the FLAME/C interface. In addition, the API includes data transference routines […]
Jan, 20
Direct N-body Kernels for Multicore Platforms
We present an inter-architectural comparison of single-and double-precision direct n-body implementations on modern multicore platforms, including those based on the Intel Nehalem and AMD Barcelona systems, the Sony-Toshiba-IBM PowerXCell/8i processor, and NVIDA Tesla C870 and C1060 GPU systems. We compare our implementations across platforms on a variety of proxy measures, including performance, coding complexity, and […]
Jan, 20
Motion Estimation with Non-Local Total Variation Regularization
State-of-the-art motion estimation algorithms suffer from three major problems: Poorly textured regions, occlusions and small scale image structures. Based on the Gestalt principles of grouping we propose to incorporate a low level image segmentation process in order to tackle these problems. Our new motion estimation algorithm is based on non-local total variation regularization which allows […]
Jan, 20
Graph Analysis with High-Performance Computing
Large, complex graphs arise in many settings including the Internet, social networks, and communication networks. To study such data sets, the authors explored the use of high-performance computing (HPC) for graph algorithms. They found that the challenges in these applications are quite different from those arising in traditional HPC applications and that massively multithreaded machines […]
Jan, 20
TEDI: efficient shortest path query answering on graphs
Efficient shortest path query answering in large graphs is enjoying a growing number of applications, such as ranked keyword search in databases, social networks, ontology reasoning and bioinformatics. A shortest path query on a graph finds the shortest path for the given source and target vertices in the graph. Current techniques for efficient evaluation of […]
Jan, 20
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil buffer-based shadow volume algorithm. Unfortunately hardware-accelerated stenciled shadow volume techniques have not been widely adopted by 3D games and applications due in large part to the lack of robustness of described […]