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297
Random walks for image segmentation
 IEEE TRANSACTIONS ON PATTERN ANALYSIS AND MACHINE INTELLIGENCE
, 2006
"... A novel method is proposed for performing multilabel, interactive image segmentation. Given a small number of pixels with userdefined (or predefined) labels, one can analytically and quickly determine the probability that a random walker starting at each unlabeled pixel will first reach one of the ..."
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Cited by 387 (21 self)
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A novel method is proposed for performing multilabel, interactive image segmentation. Given a small number of pixels with userdefined (or predefined) labels, one can analytically and quickly determine the probability that a random walker starting at each unlabeled pixel will first reach one of the prelabeled pixels. By assigning each pixel to the label for which the greatest probability is calculated, a highquality image segmentation may be obtained. Theoretical properties of this algorithm are developed along with the corresponding connections to discrete potential theory and electrical circuits. This algorithm is formulated in discrete space (i.e., on a graph) using combinatorial analogues of standard operators and principles from continuous potential theory, allowing it to be applied in arbitrary dimension on arbitrary graphs.
Linear Algebra Operators for GPU Implementation of Numerical Algorithms
 ACM Transactions on Graphics
, 2003
"... In this work, the emphasis is on the development of strategies to realize techniques of numerical computing on the graphics chip. In particular, the focus is on the acceleration of techniques for solving sets of algebraic equations as they occur in numerical simulation. We introduce a framework for ..."
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Cited by 324 (9 self)
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In this work, the emphasis is on the development of strategies to realize techniques of numerical computing on the graphics chip. In particular, the focus is on the acceleration of techniques for solving sets of algebraic equations as they occur in numerical simulation. We introduce a framework for the implementation of linear algebra operators on programmable graphics processors (GPUs), thus providing the building blocks for the design of more complex numerical algorithms. In particular, we propose a stream model for arithmetic operations on vectors and matrices that exploits the intrinsic parallelism and efficient communication on modern GPUs. Besides performance gains due to improved numerical computations, graphics algorithms benefit from this model in that the transfer of computation results to the graphics processor for display is avoided. We demonstrate the effectiveness of our approach by implementing direct solvers for sparse matrices, and by applying these solvers to multidimensional finite difference equations, i.e. the 2D wave equation and the incompressible NavierStokes equations.
Brook for GPUs: Stream Computing on Graphics Hardware
 ACM TRANSACTIONS ON GRAPHICS
, 2004
"... In this paper, we present Brook for GPUs, a system for generalpurpose computation on programmable graphics hardware. Brook extends C to include simple dataparallel constructs, enabling the use of the GPU as a streaming coprocessor. We present a compiler and runtime system that abstracts and virtua ..."
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Cited by 224 (9 self)
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In this paper, we present Brook for GPUs, a system for generalpurpose computation on programmable graphics hardware. Brook extends C to include simple dataparallel constructs, enabling the use of the GPU as a streaming coprocessor. We present a compiler and runtime system that abstracts and virtualizes many aspects of graphics hardware. In addition, we present an analysis of the effectiveness of the GPU as a compute engine compared to the CPU, to determine when the GPU can outperform the CPU for a particular algorithm. We evaluate our system with five applications, the SAXPY and SGEMV BLAS operators, image segmentation, FFT, and ray tracing. For these applications, we demonstrate that our Brook implementations perform comparably to handwritten GPU code and up to seven times faster than their CPU counterparts.
Photon Mapping on Programmable Graphics Hardware
 GRAPHICS HARDWARE
, 2003
"... We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadthfirst photon tracing to distribute photons using the GPU. The photons are stored in a gridbased photon map that is constructed directly on the graphics hardware using one of two met ..."
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Cited by 151 (4 self)
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We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadthfirst photon tracing to distribute photons using the GPU. The photons are stored in a gridbased photon map that is constructed directly on the graphics hardware using one of two methods: the first method is a multipass technique that uses fragment programs to directly sort the photons into a compact grid. The second method uses a single rendering pass combining a vertex program and the stencil buffer to route photons to their respective grid cells, producing an approximate photon map. We also present an efficient method for locating the nearest photons in the grid, which makes it possible to compute an estimate of the radiance at any surface location in the scene. Finally, we describe a breadthfirst stochastic ray tracer that uses the photon map to simulate full global illumination directly on the graphics hardware. Our implementation demonstrates that current graphics hardware is capable of fully simulating global illumination with progressive, interactive feedback to the user.
Fast Computation of Database Operations using Graphics Processors
"... We present new algorithms on commodity graphics processors to perform fast computation of several common database operations. Specifically, we consider operations such as conjunctive selections, aggregations, and semilinear queries, which are essential computational components of typical database, ..."
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Cited by 117 (12 self)
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We present new algorithms on commodity graphics processors to perform fast computation of several common database operations. Specifically, we consider operations such as conjunctive selections, aggregations, and semilinear queries, which are essential computational components of typical database, data warehousing, and data mining applications. While graphics processing units (GPUs) have been designed for fast display of geometric primitives, we utilize the inherent pipelining and parallelism, single instruction and multiple data (SIMD) capabilities, and vector processing functionality of GPUs, for evaluating boolean predicate combinations and semilinear queries on attributes and executing database operations efficiently. Our algorithms take into account some of the limitations of the programming model of current GPUs and perform no data rearrangements. Our algorithms have been implemented on a programmable GPU (e.g. NVIDIA’s GeForce FX 5900) and applied to databases consisting of up to a million records. We have compared their performance with an optimized implementation of CPUbased algorithms. Our experiments indicate that the graphics processor available on commodity computer systems is an effective coprocessor for performing database operations.
GPU cluster for high performance computing
 Proceedings of ACM/IEEE Supercomputing Conference
, 2004
"... Inspired by the attractive Flops/dollar ratio and the incredible growth in the speed of modern graphics processing units (GPUs), we propose to use a cluster of GPUs for high performance scientific computing. As an example application, we have developed a parallel flow simulation using the lattice Bo ..."
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Cited by 105 (2 self)
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Inspired by the attractive Flops/dollar ratio and the incredible growth in the speed of modern graphics processing units (GPUs), we propose to use a cluster of GPUs for high performance scientific computing. As an example application, we have developed a parallel flow simulation using the lattice Boltzmann model (LBM) on a GPU cluster and have simulated the dispersion of airborne contaminants in the Times Square area of New York City. Using 30 GPU nodes, our simulation can compute a 480x400x80 LBM in 0.31 second/step, a speed which is 4.6 times faster than that of our CPU cluster implementation. Besides the LBM, we also discuss other potential applications of the GPU cluster, such as cellular automata, PDE solvers, and FEM.
Understanding the Efficiency of GPU Algorithms for MatrixMatrix Multiplication
, 2004
"... Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly parallel computations with little reuse of input data, has been widely explored on GPUs. We relax the streaming model&a ..."
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Cited by 95 (1 self)
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Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly parallel computations with little reuse of input data, has been widely explored on GPUs. We relax the streaming model's constraint on input reuse and perform an indepth analysis of dense matrixmatrix multiplication, which reuses each element of input matrices O(n) times. Its regular data access pattern and highly parallel computational requirements suggest matrixmatrix multiplication as an obvious candidate for efficient evaluation on GPUs but, surprisingly we find even nearoptimal GPU implementations are pronouncedly less efficient than current cacheaware CPU approaches. We find the key cause of this inefficiency is that the GPU can fetch less data and yet execute more arithmetic operations per clock than the CPU when both are operating out of their closest caches. The lack of high bandwidth access to cached data will impair the performance of GPU implementations of any computation featuring significant input reuse.
Lugpu: Efficient algorithms for solving dense linear systems on graphics hardware
 in SC ’05: Proceedings of the 2005 ACM/IEEE Conference on Supercomputing
, 2005
"... We present a novel algorithm to solve dense linear systems using graphics processors (GPUs). We reduce matrix decomposition and row operations to a series of rasterization problems on the GPU. These include new techniques for streaming index pairs, swapping rows and columns and parallelizing the com ..."
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Cited by 81 (2 self)
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We present a novel algorithm to solve dense linear systems using graphics processors (GPUs). We reduce matrix decomposition and row operations to a series of rasterization problems on the GPU. These include new techniques for streaming index pairs, swapping rows and columns and parallelizing the computation to utilize multiple vertex and fragment processors. We also use appropriate data representations to match the rasterization order and cache technology of graphics processors. We have implemented our algorithm on different GPUs and compared the performance with optimized CPU implementations. In particular, our implementation on a NVIDIA GeForce 7800 GPU outperforms a CPUbased ATLAS implementation. Moreover, our results show that our algorithm is cache and bandwidth efficient and scales well with the number of fragment processors within the GPU and the core GPU clock rate. We use our algorithm for fluid flow simulation and demonstrate that the commodity GPU is a useful coprocessor for many scientific applications. 1
A memory model for scientific algorithms on graphics processors
 in Proc. of the ACM/IEEE Conference on Supercomputing (SC’06
, 2006
"... We present a memory model to analyze and improve the performance of scientific algorithms on graphics processing units (GPUs). Our memory model is based on texturing hardware, which uses a 2D blockbased array representation to perform the underlying computations. We incorporate many characteristics ..."
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Cited by 74 (4 self)
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We present a memory model to analyze and improve the performance of scientific algorithms on graphics processing units (GPUs). Our memory model is based on texturing hardware, which uses a 2D blockbased array representation to perform the underlying computations. We incorporate many characteristics of GPU architectures including smaller cache sizes, 2D block representations, and use the 3C’s model to analyze the cache misses. Moreover, we present techniques to improve the performance of nested loops on GPUs. In order to demonstrate the effectiveness of our model, we highlight its performance on three memoryintensive scientific applications – sorting, fast Fourier transform and dense matrixmultiplication. In practice, our cacheefficient algorithms for these applications are able to achieve memory throughput of 30–50 GB/s on a NVIDIA 7900 GTX GPU. We also compare our results with prior GPUbased and CPUbased implementations on highend processors. In practice, we are able to achieve 2–5× performance improvement.
Realtime Ray Tracing and its use for Interactive Global Illumination
 In Eurographics State of the Art Reports
, 2003
"... Research on realtime ray tracing has recently made tremendous advances. Algorithmic improvements together with optimized software implementations already allow for interactive frame rates even on a single desktop PC. Furthermore, recent research has demonstrated several options for realizing realtim ..."
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Cited by 68 (11 self)
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Research on realtime ray tracing has recently made tremendous advances. Algorithmic improvements together with optimized software implementations already allow for interactive frame rates even on a single desktop PC. Furthermore, recent research has demonstrated several options for realizing realtime ray tracing on different hardware platforms, e.g. via streaming computation on modern graphics processors (GPUs) or via the use of dedicated ray tracing chips. Together, these developments indicate that realtime ray tracing might indeed become a reality and widely available in the near future. As most of todays global illumination algorithms heavily rely on ray tracing, this availability of fast ray tracing technology creates the potential to finally compute even global illumination – the physically correct simulation of light transport – at interactive rates. In this STAR, we will first cover the different research activities for realizing realtime ray tracing on different hardware architectures – ranging from shared memory systems, over PC clusters, programmable GPUs, to custom ray tracing hardware. Based on this overview, we discuss some of the advanced issues, such as support for dynamic scenes and designs for a suitable ray tracing API. The third part of this STAR then builds on top of these techniques by presenting algorithms for interactive global illumination in complex and dynamic scenes that may contain large numbers of light sources. We believe that the improved quality and the increased realism that global illumination adds to interactive environments makes it a potential “killer application ” for future 3D graphics. 1.