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Posts

Dec, 24

Fine-grain Parallelism Using Multi-core, Cell/BE, and GPU Systems: Accelerating the Phylogenetic Likelihood Function

We are currently faced with the situation where applications have increasing computational demands and there is a wide selection of parallel processor systems. In this paper we focus on exploiting fine-grain parallelism for a demanding bioinformatics application – MrBayes – and its phylogenetic likelihood functions (PLF) using different architectures. Our experiments compare side-by-side the scalability […]
Dec, 24

GPU Based Real-Time Instrument Tracking with Three Dimensional Ultrasound

Real-time three-dimensional ultrasound enables new intracardiac surgical procedures, but the distorted appearance of instruments in ultrasound poses a challenge to surgeons. This paper presents a detection technique that identifies the position of the instrument within the ultrasound volume. The algorithm uses a form of the generalized Radon transform to search for long straight objects in […]
Dec, 23

Real Time Stereo Vision Using Exponential Step Cost Aggregation On GPU

In this paper, we propose a local cost aggregation approach for real time stereo vision on a graphics processing unit (GPU). Recent research shows that local approaches based on carefully designed cost aggregation strategies can outperform many global approaches. Among those local aggregation approaches, adaptive-weight window produces the best quality disparity map under real-time constraint, […]
Dec, 23

Parallel hybrid evolutionary algorithms on GPU

Over the last years, interest in hybrid metaheuristics has risen considerably in the field of optimization. Combinations of methods such as evolutionary algorithms and local searches have provided very powerful search algorithms. However, due to their complexity, the computational time of the solution search exploration remains exorbitant when large problem instances are to be solved. […]
Dec, 23

GPU Rigid Skinning based on a Refined Skeletonization Method

In this paper, we present a skeletal rigid skinning approach. First, we describe a skeleton extraction technique that produces refined skeletons appropriate for animation from decomposed character models. Then, to avoid the artifacts generated in previous skinning approaches and the associated high training costs, we develop an efficient and robust rigid skinning technique that applies […]
Dec, 23

Offloading IDS Computation to the GPU

Signature-matching intrusion detection systems can experience significant decreases in performance when the load on the IDS-host increases. We propose a solution that off-loads some of the computation performed by the IDS to the graphics processing unit (GPU). Modern GPUs are programmable, stream-processors capable of high-performance computing that in recent years have been used in non-graphical […]
Dec, 23

Voronoi Toolpaths for PCB Mechanical Etch: Simple and Intuitive Algorithms with the 3D GPU

We describe VIsolate (Voronoi Isolate), a system which performs geometric computations associated with toolpath planning for mechanical etch (also called isolation routing) of printed-circuit boards, including the computation of a novel Voronoi-based toolpath with some advantages over the current industry practice. We highlight how we use the 3D Graphics Processing Unit (GPU) to implement simple, […]
Dec, 23

Fast and Efficient Dense Variational Stereo on GPU

Thanks to their high performance and programmability, the latest graphics cards can now be used for scientific purpose. They are indeed very efficient parallel single instruction multiple data (SIMD) machines. This new trend is called general purpose computation on graphics processing unit (GPGPU). Regarding the stereo problem, variational methods based on deformable models provide dense, […]
Dec, 23

Iterative Methods for Visualization of Implicit Surfaces On GPU

The ray-casting of implicit surfaces on GPU has been explored in the last few years. However, until recently, they were restricted to second degree (quadrics). We present an iterative solution to ray cast cubics and quartics on GPU. Our solution targets efficient implementation, obtaining interactive rendering for thousands of surfaces per frame. We have given […]
Dec, 23

Parallel 3D Image Segmentation of Large Data Sets on a GPU Cluster

In this paper, we propose an inherent parallel scheme for 3D image segmentation of large volume data on a GPU cluster. This method originates from an extended Lattice Boltzmann Model (LBM), and provides a new numerical solution for solving the level set equation. As a local, explicit and parallel scheme, our method lends itself to […]
Dec, 23

Tabu Search on GPU

Nowadays Personal Computers (PCs) are often equipped with powerful, multi-core CPU. However, the processing power of the modern PC does not depend only of the processing power of the CPU and can be increased by proper use of the GPGPU, i.e. General-Purpose Computation Using Graphics Hardware. Modern graphics hardware, initially developed for computer graphics generation, […]
Dec, 23

Real-Time Weighted Pose-Space Deformation on the GPU

WPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation. The per-vertex computation required in WPSD can be parallelized in a SIMD (Single Instruction Multiple Data) manner and implemented on a GPU. While such vertex-parallel computation is often done on the GPU vertex processors, further parallelism can potentially be obtained […]

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