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Posts

Jan, 4

Efficient Multiplication of Polynomials on Graphics Hardware

We present the algorithm to multiply univariate polynomials with integer coefficients efficiently using the Number Theoretic transform (NTT) on Graphics Processing Units (GPU). The same approach can be used to multiply large integers encoded as polynomials. Our algorithm exploits fused multiply-add capabilities of the graphics hardware. NTT multiplications are executed in parallel for a set […]
Jan, 4

Engineering of Computer Vision Algorithms Using Evolutionary Algorithms

Computer vision algorithms are currently developed by looking up the available operators from the literature and then arranging those operators such that the desired task is performed. This is often a tedious process which also involves testing the algorithm with different lighting conditions or at different sites. We have developed a system for the automatic […]
Jan, 4

GPU-Based Conjugate Gradient Solver for Lattice QCD with Domain-Wall Fermions

We present the first GPU-based conjugate gradient (CG) solver for lattice QCD with domain-wall fermions (DWF). It is well-known that CG is the most time-consuming part in the Hybrid Monte Carlo simulation of unquenched lattice QCD, which becomes even more computational demanding for lattice QCD with exact chiral symmetry. We have designed a CG solver […]
Jan, 3

Real-Time Rendering of Point Based Water Surfaces

In recent years, attention has been paid to particle-based fluid simulation, with several methods being developed to incorporate particle-based simulation into CG animations. These methods reconstruct water surfaces that are usually represented by polygons. However, the computational cost of the surface reconstruction is quite high. Therefore, it is difficult to render the result of the […]
Jan, 3

A hardware-aware debugger for the OpenGL shading language

The enormous flexibility of the modern GPU rendering pipeline as well as the availability of high-level shader languages have led to an increased demand for sophisticated programming tools. As the application domain for GPU-based algorithms extends beyond traditional computer graphics, shader programs become more and more complex. The turn-around time for debugging, profiling, and optimizing […]
Jan, 3

Towards Large-Scale Molecular Dynamics Simulations on Graphics Processors

Atomistic molecular dynamics (MD) simulations are a vital tool in chemical research, as they are able to provide a view of chemical systems and processes that is not obtainable through experiment. However, large-scale MD simulations require access to multicore clusters or supercomputers that are not always available to all researchers. Recently, many have begun to […]
Jan, 3

High Speed Articulated Object Tracking Using GPUs: A Particle Filter Approach

This paper presents a novel application of the GPU processing power to a very computationally demanding articulated human body tracking problem in a view-based approach. This work includes some optimizations at the algorithmic level as well as some tricks at the implementation level using OpenGL and shader programming. An underlying particle filter framework is combined […]
Jan, 3

FPGA-based acceleration of CHARMM-potential minimization

Energy minimization is an important step in molecular modeling, with applications in molecular docking and in mapping binding sites. Minimization involves repeated evaluation of various bonded and non-bonded energies of a protein complex. It is a computationally expensive process, with runtimes typically being many hours on a desktop system. In the current article, we present […]
Jan, 3

Wave field synthesis for 3D audio: architectural prospectives

In this paper, we compare the architectural perspectives of the Wave Field Synthesis (WFS) 3D-audio algorithm mapped on three different platforms: a General Purpose Processor (GPP), a Graphics Processor Unit (GPU) and a Field Programmable Gate Array (FPGA). Previous related work reveals that, up to now, WFS sound systems are based on standard PCs. However, […]
Jan, 3

Utilizing jump flooding in image-based soft shadows

This paper studies the usage of the GPU as a collection of groups of related processing units, where each group communicates in some way to complete a computation efficiently and effectively. In particular, we use the GPU to perform jump flooding to pass information among groups of processing units in the design of two simple […]
Jan, 3

Achieving O(1) IP lookup on GPU-based software routers

IP address lookup is a challenging problem due to the increasing routing table size, and higher line rate. This paper investigates a new way to build an efficient IP lookup scheme using graphics processor units(GPU). Our contribution here is to design a basic architecture for high-performance IP lookup engine with GPU, and to develop efficient […]
Jan, 3

SBArt4 – Breeding abstract animations in realtime

SBART was developed in early 1990’s as one of the derivatives from Artificial Evolution by Karl Sims. It has a functionality to create a movie from a bred image through post-processing. The innovation of graphics processing unit (GPU) in these years improved the calculation performance to be fast enough to realize breeding animations in realtime […]

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