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Posts

Dec, 28

A low-power handheld GPU using logarithmic arithmetic and triple DVFS power domains

In this paper, a low-power GPU architecture is described for the handheld systems with limited power and area budgets. The GPU is designed using logarithmic arithmetic for power- and area-efficient design. For this GPU, a multifunction unit is proposed based on the hybrid number system of floating-point and logarithmic numbers and the matrix, vector, and […]
Dec, 28

GPU Accelerated Gesture Detection for Real Time Interaction

Over the past years, the interaction between humans and computers (HCI) evolved to one of the most important research topics in computer science. Therefore, finding a way for an intuitive, easy and affordable interaction is the main challenge. Optical markerless tracking using consumer hardware can satisfy these problems. However, in order to be able to […]
Dec, 28

A GPU Sub-pixel Algorithm for Autostereoscopic Virtual Reality

Autostereoscopic displays enable unencumbered immersive virtual reality, but at a significant computational expense. This expense impacts the feasibility of autostereo displays in high-performance real-time interactive applications. A new autostereo rendering algorithm named autostereo combiner addresses this problem using the programmable vertex and fragment pipelines of modern graphics processing units (GPUs). This algorithm is applied to […]
Dec, 28

Fast Hydraulic Erosion Simulation and Visualization on GPU

Natural mountains and valleys are gradually eroded by rainfall and river flows. Physically-based modeling of this complex phenomenon is a major concern in producing realistic synthesized terrains. However, despite some recent improvements, existing algorithms are still computationally expensive, leading to a time-consuming process fairly impractical for terrain designers and 3D artists. In this paper, we […]
Dec, 28

GPU acceleration of numerical weather prediction

Weather and climate prediction software has enjoyed the benefits of exponentially increasing processor power for almost 50 years. Even with the advent of large-scale parallelism in weather models, much of the performance increase has come from increasing processor speed rather than increased parallelism. This free ride is nearly over. Recent results also indicate that simply […]
Dec, 28

Simulation of deformable environment with haptic feedback on GPU

Interactive simulations of deformable bodies are a growing research area with possible applications in several fields, i.e. computer aided surgery. The main implementation issue is to mimic the real behavior of the body at the extremely high rates required by haptic devices. Since even high-end computers have inadequate performance, one possible solution is to exploit […]
Dec, 27

Cellular automaton for ultra-fast watershed transform on GPU

In this paper we describe a cellular automaton (CA) used to perform the watershed transform in N-D images. Our method is based on image integration via the Ford-Bellman shortest paths algorithm. Due to the local nature of CA algorithms we show that they are designed to run on massively parallel processors and therefore, be efficiently […]
Dec, 27

Using Reconfigurable Logic to Optimise GPU Memory Accesses

Memory access patterns common in video processing algorithms, which are unsuited to the GPU (Graphics Processing Unit) memory system, are identified. We develop REDA (Reconfigurable Engine for Data Access) to improve GPU performance for such access patterns, by employing reconfigurable logic for address mapping. It is shown that a sixty times reduction in number of […]
Dec, 27

BVH for efficient raytracing of dynamic metaballs on GPU

Metaballs [Bloomenthal 1997] are effective to represent fluids and similar complex and deformable geometries, but their implicit nature makes difficult their visualization in real time. A common strategy is to tessellate the resulting isosurface and to render it on GPU, but it scales poorly as the number of metaballs increases. Kanamori et al. [2008] efficiently […]
Dec, 27

GPU Supported Patch-Based Tessellation for Dual Subdivision

A novel patch-based tessellation method for a dual subdivision scheme, the Doo-Sabin subdivision, is presented. Patch-based refinement for face-split subdivision schemes such as Catmull-Clark subdivision or Loop subdivision has been widely studied. But there is no patch-based tessellation algorithm for dual subdivision scheme yet. The method presented in this paper is the first attempt to […]
Dec, 27

Performance analysis of memory transfers and GEMM subroutines on NVIDIA Tesla GPU cluster

Commodity clusters augmented with application accelerators are evolving as competitive high performance computing systems. The graphical processing unit (GPU) with a very high arithmetic density and performance per price ratio is a good platform for the scientific application acceleration. In addition to the interconnect bottlenecks among the cluster compute nodes, the cost of memory copies […]
Dec, 27

Interactive Streak Surface Visualization on the GPU

In this paper we present techniques for the visualization of unsteady flows using streak surfaces, which allow for the first time an adaptive integration and rendering of such surfaces in real-time. The techniques consist of two main components, which are both realized on the GPU to exploit computational and bandwidth capacities for numerical particle integration […]

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