2394

Posts

Dec, 25

Using Hybrid CPU-GPU Platforms to Accelerate the Computation of the Matrix Sign Function

We investigate the numerical computation of the matrix sign function of large-scale dense matrices. This is a common task in various application areas. The main computational work in Newton’s iteration for the matrix sign function consits of matrix inversion. Therefore, we investigate the performance of two approaches for matrix inversion based on Gaussian (LU factorization) […]
Dec, 25

Sketching MLS Image Deformations On the GPU

In this paper, we present an image editing tool that allows the user to deform images using a sketch-based interface. The user simply sketches a set of source curves in the input image, and also some target curves that the source curves should be deformed to. Then the moving least squares (MLS) deformation technique [SMW06] […]
Dec, 25

Implementation of the Lucas-Kanade image registration algorithm on a GPU for 3D computational platform stabilisation

Image registration forms the basis of many computer vision tasks. The Lucas-Kanade image registration algorithm is known to efficiently solve the sub-problem of rigid image registration. It is therefore often used in image stabilisation applications. This paper presents the details of a real-time implementation of the Lucas-Kanade image registration algorithm on a Graphics Processing Unit […]
Dec, 25

Multi-domain, Higher Order Level Set Scheme for 3D Image Segmentation on the GPU

Level set method based segmentation provides an efficient tool for topological and geometrical shape handling. Conventional level set surfaces are only C^0 continuous since the level set evolution involves linear interpolation to compute derivatives. Bajaj et al. present a higher order method to evaluate level set surfaces that are C^2 continuous, but are slow due […]
Dec, 25

A GPU Framework for the Visualization and On-the-Fly Amplification of Real Terrains

This paper describes a GPU framework for the real-time visualization of natural textured terrains, as well as the steps that are needed to populate them on-the-fly with tens of thousands of plant and/or mineral objects. Our main contribution is a robust modular architecture developed for the G80 and later GPUs, that performs texture/seed selection and […]
Dec, 25

A fast high quality pseudo random number generator for nVidia CUDA

Previously either due to hardware GPU limits or older versions of software, careful implementation of PRNGs was required to make good use of the limited numerical precision available on graphics cards. Newer nVidia G80 and Tesla hardware support double precision. This is available to high level programmers via CUDA. This allows a much simpler C++ […]
Dec, 25

Simulating Photon Mapping for Real-time Applications

This paper introduces a novel method for simulating photon mapping for real-time applications. First we introduce a new method for selectively redistributing photons. Then we describe a method for selectively updating the indirect illumination. The indirect illumination is calculated using a new GPU accelerated final gathering method and the illumination is then stored in light […]
Dec, 25

Hardware-assisted Rendering of CSG Models

Current methods that interactively render reasonably complex CSG objects are image based and are severely bandwidth limited. This paper presents a new approach to raytracing CSG objects composed of convex primitives that combines spatial subdivision and ray-tracing methods. By performing spatial subdivision on the CSG object until locally it is simple enough to be rendered […]
Dec, 25

Fast acoustic computations using graphics processors

In this paper we present a fast method for computing acoustic likelihoods that makes use of a graphics processing unit (GPU). After enabling the GPU acceleration the main processor runtime dedicated to acoustic scoring tasks is reduced from the largest consumer to just a few percent even when using mixture models with a large number […]
Dec, 25

Multi-GPU volume rendering using MapReduce

In this paper we present a multi-GPU parallel volume rendering implemention built using the MapReduce programming model. We give implementation details of the library, including specific optimizations made for our rendering and compositing design. We analyze the theoretical peak performance and bottlenecks for all tasks required and show that our system significantly reduces computation as […]
Dec, 25

CPU, SMP and GPU implementations of Nohalo level 1, a fast co-convex antialiasing image resampler

This article introduces Nohalo level 1 (“Nohalo”), the simplest member of a family of image resamplers which straighten diagonal interfaces without adding noticeable nonlinear artifacts. Nohalo is interpolatory, co-monotone, co-convex, antialiasing, local average preserving, continuous, and exact on linears. Like many edge-enhancing methods, Nohalo has two main stages: first, nonlinear interpolation is used to create […]
Dec, 25

Impostors, Pseudo-instancing and Image Maps for GPU Crowd Rendering

Rendering large crowds of characters requires a great amount of computational power. To increase the efficiency for this render, we propose the use of the graphics processor, in combination of two different level-of-detail techniques: impostors, for characters with low detail, and pseudo-instancing, for characters with full detail. In addition, different approaches are used to increase […]

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