Posts
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 […]
Dec, 26
Spatio-temporal upsampling on the GPU
Pixel processing is becoming increasingly expensive for real-time applications due to the complexity of today’s shaders and high-resolution framebuffers. However, most shading results are spatially or temporally coherent, which allows for sparse sampling and reuse of neighboring pixel values. This paper proposes a simple framework for spatio-temporal upsampling on modern GPUs. In contrast to previous […]
Dec, 26
Automatic Pose Estimation for Range Images on the GPU
Object pose (location and orientation) estimation is a common task in many computer vision applications. Although many methods exist, most algorithms need manual initialization and lack robustness to illumination variation, appearance change, and partial occlusions. We propose a fast method for automatic pose estimation without manual initialization based on shape matching of a 3D model […]
Dec, 26
Parallel High Resolution Real-time Visual Hull On GPU
In this paper we present an efficient high resolution image based visual hull (IBVH) algorithm that entirely runs in real-time on a single consumer graphics card. The target application is a real-time 3D video conferencing system. One major contribution of this paper is a novel caching strategy for the reduction of line segment intersection tests. […]
Dec, 26
Accelerating the local outlier factor algorithm on a GPU for intrusion detection systems
The Local Outlier Factor (LOF) is a very powerful anomaly detection method available in machine learning and classification. The algorithm defines the notion of local outlier in which the degree to which an object is outlying is dependent on the density of its local neighborhood, and each object can be assigned an LOF which represents […]