2421

Posts

Dec, 27

Exact calculation of disconnected loops

We present an implementation of the disconnected diagram contributions to quantities such as the flavor-singlet pseudoscalar meson mass which are accelerated by GPGPU technology utilizing the NVIDIA CUDA platform. To enable the exact evaluation of the disconnected loops we use a $16^3 times 32$ lattice and $N_f=2$ Wilson fermions simulated by the SESAM Collaboration. The […]
Dec, 26

CGiS, a new Language for Data-parallel GPU Programming

In the last few years, GPUs have become new, promising targets for general purpose programming. Their inherent parallel architecture makes them particularly suited for scientific numerical computations with high arithmetical density. There have been several proposals to exploit the computational power of GPUs for data-parallel algorithms. These approaches vary greatly in the abstraction level of […]
Dec, 26

Performance comparison of single-precision SPICE Model-Evaluation on FPGA, GPU, Cell, and multi-core processors

Automated code generation and performance tuning techniques for concurrent architectures such as GPUs, Cell and FPGAs can provide integer factor speedups over multi-core processor organizations for data-parallel, floating-point computation in SPICE model-evaluation. Our Verilog AMS compiler produces code for parallel evaluation of non-linear circuit models suitable for use in SPICE simulations where the same model […]
Dec, 26

A Parallel Preconditioned Conjugate Gradient Solver for the Poisson Problem on a Multi-GPU Platform

We present a parallel conjugate gradient solver for the Poisson problem optimized for multi-GPU platforms. Our approach includes a novel heuristic Poisson preconditioner well suited for massively-parallel SIMD processing. Furthermore, we address the problem of limited transfer rates over typical data channels such as the PCI-express bus relative to the bandwidth requirements of powerful GPUs. […]
Dec, 26

Direct Point Rendering on GPU

In this paper, we propose a method for directly rendering point sets which only have positional information by using recent graphics processors (GPUs). Almost all the algorithms in our method are processed on GPU. Our point-based rendering algorithms apply an image buffer which has lower-resolution image than a frame buffer. Normal vectors are computed and […]
Dec, 26

Performance Study of LU Decomposition on the Programmable GPU

With the increasing programmability of graphics processing units (GPUs), these units are emerging as an attractive computing platform not only for traditional graphics computation but also for general-purpose computation. In this paper, to study the performance of programmable GPUs, we describe the design and implementation of LU decomposition as an example of numerical computation. To […]
Dec, 26

KD-tree acceleration structures for a GPU raytracer

Modern graphics hardware architectures excel at compute-intensive tasks such as ray-triangle intersection, making them attractive target platforms for raytracing. To date, most GPU-based raytracers have relied upon uniform grid acceleration structures. In contrast, the kd-tree has gained widespread use in CPU-based raytracers and is regarded as the best general-purpose acceleration structure. We demonstrate two kd-tree […]
Dec, 26

What you see is what you snap: snapping to geometry deformed on the GPU

We present a simple yet effective snapping technique for constraining the motion of the cursor of an input device to the surface of 3D models whose geometry is arbitrarily deformed by a programmable hardware fragment and vertex processor. The technique works in image space and thus snaps the cursor to the geometry actually rendered instead […]
Dec, 26

Interactive landscape visualization using GPU ray casting

This paper demonstrates the simple yet effective usage of height fields for interactive landscape visualizations using a ray casting approach implemented in the pixel shader of modern graphics cards. The rendering performance is output sensitive, i.e., it scales with the number of pixels rather than the complexity of the landscape. Given a height field of […]
Dec, 26

Real-Time Marker Level Set on GPU

Level set methods have been extensively used to track the dynamical interfaces between different materials for physically based simulation, geometry modeling, oceanic modeling and other scientific and engineering applications. Due to the inherent Eulerian characteristics, interface evolution based on level set usually suffers from numerical diffusion, sharp feature missing and mass loss. Although some effective […]
Dec, 26

Scalable learning for object detection with GPU hardware

We consider the problem of robotic object detection of such objects as mugs, cups, and staplers in indoor environments. While object detection has made significant progress in recent years, many current approaches involve extremely complex algorithms, and are prohibitively slow when applied to large scale robotic settings. In this paper, we describe an object detection […]
Dec, 26

Multi GPU Implementation of Iterative Tomographic Reconstruction Algorithms

Although iterative reconstruction techniques (IRTs) have been shown to produce images of superior quality over conventional filtered back projection (FBP) based algorithms, the use of IRT in a clinical setting has been hampered by the significant computational demands of these algorithms. In this paper we present results of our efforts to overcome this hurdle by […]

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