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A survey of general-purpose computation on graphics hardware
, 2007
"... The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware acompelling platform for computationally demanding tasks in awide variety of application domains. In this report, we describe, summarize, and analyze the l ..."
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Cited by 554 (15 self)
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The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware acompelling platform for computationally demanding tasks in awide variety of application domains. In this report, we describe, summarize, and analyze the latest research in mapping general-purpose computation to graphics hardware. We begin with the technical motivations that underlie general-purpose computation on graphics processors (GPGPU) and describe the hardware and software developments that have led to the recent interest in this field. We then aim the main body of this report at two separate audiences. First, we describe the techniques used in mapping general-purpose computation to graphics hardware. We believe these techniques will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques. Second, we survey and categorize the latest developments in general-purpose application development on graphics hardware.
Poisson Surface Reconstruction
, 2006
"... We show that surface reconstruction from oriented points can be cast as a spatial Poisson problem. This Poisson formulation considers all the points at once, without resorting to heuristic spatial partitioning or blending, and is therefore highly resilient to data noise. Unlike radial basis function ..."
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Cited by 369 (5 self)
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We show that surface reconstruction from oriented points can be cast as a spatial Poisson problem. This Poisson formulation considers all the points at once, without resorting to heuristic spatial partitioning or blending, and is therefore highly resilient to data noise. Unlike radial basis function schemes, our Poisson approach allows a hierarchy of locally supported basis functions, and therefore the solution reduces to a well conditioned sparse linear system. We describe a spatially adaptive multiscale algorithm whose time and space complexities are proportional to the size of the reconstructed model. Experimenting with publicly available scan data, we demonstrate reconstruction of surfaces with greater detail than previously achievable.
Scan Primitives for GPU Computing
- GRAPHICS HARDWARE 2007
, 2007
"... The scan primitives are powerful, general-purpose data-parallel primitives that are building blocks for a broad range of applications. We describe GPU implementations of these primitives, specifically an efficient formulation and implementation of segmented scan, on NVIDIA GPUs using the CUDA API.Us ..."
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Cited by 173 (9 self)
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The scan primitives are powerful, general-purpose data-parallel primitives that are building blocks for a broad range of applications. We describe GPU implementations of these primitives, specifically an efficient formulation and implementation of segmented scan, on NVIDIA GPUs using the CUDA API.Using the scan primitives, we show novel GPU implementations of quicksort and sparse matrix-vector multiply, and analyze the performance of the scan primitives, several sort algorithms that use the scan primitives, and a graphical shallow-water fluid simulation using the scan framework for a tridiagonal matrix solver.
UberFlow: A GPU-Based Particle Engine
, 2004
"... We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, providing an effective means for the manipulation an ..."
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Cited by 108 (3 self)
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We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, providing an effective means for the manipulation and rendering of particle data on the GPU. To fully take advantage of this mechanism, efficient GPU realizations of algorithms used to perform particle manipulation are essential. Our system implements a versatile particle engine, including inter-particle collisions and visibility sorting. By combining memory objects with floating-point fragment programs, we have implemented a particle engine that entirely avoids the transfer of particle data at run-time. Our system can be seen as a forerunner of a new class of graphics algorithms, exploiting memory objects or similar concepts on upcoming graphics hardware to avoid bus bandwidth becoming the major performance bottleneck.
T.: Gpu-based nonlinear ray tracing
- Comput. Graph. Forum
"... In this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transfer back to main memory. The rendering process consists of the following parts: ray setup according to the camera parameters, ray integration, ray–object intersection, and local illumination. Bent rays ..."
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Cited by 30 (2 self)
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In this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transfer back to main memory. The rendering process consists of the following parts: ray setup according to the camera parameters, ray integration, ray–object intersection, and local illumination. Bent rays are approximated by polygonal lines that are represented by textures. Ray integration is based on an iterative numerical solution of ordinary differential equations whose initial values are determined during ray setup. To improve the rendering performance, we propose acceleration techniques such as early ray termination and adaptive ray integration. Finally, we discuss a variety of applications that range from the visualization of dynamical systems to the general relativistic visualization in astrophysics and the rendering of the continuous refraction in media with varying density. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism
Assembly of finite element methods on graphics processors
- International Journal for Numerical Methods in Engineering
"... Recently, graphics processing units (GPUs) have had great success in accelerating many numerical computations. We present their application to computations on unstructured meshes such as those in finite element methods. Multiple approaches in assembling and solving sparse linear systems with NVIDIA ..."
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Cited by 20 (0 self)
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Recently, graphics processing units (GPUs) have had great success in accelerating many numerical computations. We present their application to computations on unstructured meshes such as those in finite element methods. Multiple approaches in assembling and solving sparse linear systems with NVIDIA GPUs and the Compute Unified Device Architecture (CUDA) are presented and discussed. Multiple strategies for efficient use of global, shared, and local memory, methods to achieve memory coalescing, and optimal choice of parameters are introduced. We find that with appropriate preprocessing and arrangement of support data, the GPU coprocessor achieves speedups of 30 or more in comparison to a well optimized serial implementation. We also find that the optimal assembly strategy depends on the order of polynomials used in the finite-element discretization. Copyright c©
Interactive Simulation of Rigid Body Dynamics in Computer Graphics
"... Interactive rigid body simulation is an important part of many modern computer tools. No authoring tool nor a game engine can do without. The high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This ..."
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Cited by 9 (4 self)
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Interactive rigid body simulation is an important part of many modern computer tools. No authoring tool nor a game engine can do without. The high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which has evolved and matured over the past 20 years. The paper covers applications and the usage of interactive rigid body simulation. Besides the mathematical and theoretical details that this paper communicates in a pedagogical manner the paper surveys common practice and reflects on applications of interactive rigid body simulation. The grand merger of interactive and off-line simulation methods is imminent, multi-core is everyman’s property. These observations pose future challenges for research which we reflect on. In perspective several avenues for possible future work is touched upon such as more descriptive models and contact point generation problems. This paper is not only a stake in the sand on what has been done, it also seeks to give newcomers practical hands on advices and reflections that can give experienced researchers afterthought for the future.
Interactive 3D seismic fault detection on the Graphics Hardware
, 2006
"... This paper presents a 3D, volumetric, seismic fault detection system that relies on a novel set of nonlinear filters combined with a GPU (Graphics Processing Unit) implementation, which makes interactive nonlinear, volumetric processing feasible. The method uses a 3D structure tensor to robustly mea ..."
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Cited by 8 (1 self)
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This paper presents a 3D, volumetric, seismic fault detection system that relies on a novel set of nonlinear filters combined with a GPU (Graphics Processing Unit) implementation, which makes interactive nonlinear, volumetric processing feasible. The method uses a 3D structure tensor to robustly measure seismic orientations. These tensors guide an anisotropic diffusion, which reduces noise in the data while enhancing the fault discontinuity and coherency along seismic strata. A fault-likelihood volume is computed using a directional variance measure, and 3D fault voxels are then extracted through a non-maximal-suppression method. We also show how the proposed algorithms are efficiently implemented with a GPU programming model, and compare this to a CPU implementation to show the benefits of using the GPU for this computationally demanding problem.
Practical CFD Simulations on Programmable Graphics Hardware using SMAC Abstract
"... The explosive growth in integration technology and the parallel nature of rasterization-based graphics APIs changed the panorama of consumer-level graphics: today, GPUs are cheap, fast and ubiquitous. We show how to harness the computational power of GPUs and solve the incompressible Navier-Stokes f ..."
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Cited by 6 (0 self)
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The explosive growth in integration technology and the parallel nature of rasterization-based graphics APIs changed the panorama of consumer-level graphics: today, GPUs are cheap, fast and ubiquitous. We show how to harness the computational power of GPUs and solve the incompressible Navier-Stokes fluid equations significantly faster (more than one order of magnitude in average) than on CPU solvers of comparable cost. While past approaches typically used Stam’s implicit solver, we use a variation of SMAC (Simplified Marker and Cell). SMAC is widely used in engineering applications, where experimental reproducibility is essential. Thus, we show that the GPU is a viable and affordable processor for scientific applications. Our solver works with general rectangular domains (possibly with obstacles), implements a variety of boundary conditions and incorporates energy transport through the traditional Boussinesq approximation. Finally, we discuss the implications of our solver in light of future GPU features, and possible extensions such as three-dimensional domains and free-boundary problems. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Line and Curve Generation 1.
Manipulating, deforming and animating sampled object representations
- Computer Graphics Forum
, 2007
"... A sampled object representation (SOR) defines a graphical model using data obtained from a sampling process, which takes a collection of samples at discrete positions in space in order to capture certain geometrical and physical properties of one or more objects of interest. Examples of SORs include ..."
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Cited by 5 (1 self)
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A sampled object representation (SOR) defines a graphical model using data obtained from a sampling process, which takes a collection of samples at discrete positions in space in order to capture certain geometrical and physical properties of one or more objects of interest. Examples of SORs include images, videos, volume datasets and point datasets. Unlike many commonly used data representations in computer graphics, SORs lack in geometrical, topological and semantic information, which is much needed for controlling deformation and animation. Hence it poses a significant scientific and technical challenge to develop deformation and animation methods that operate upon SORs. Such methods can enable computer graphics and computer animation to benefit enormously from the advances of digital imaging technology. In this state of the art report, we survey a wide range of techniques that have been developed for manipulating, deforming and animating SORs. We consider a collection of elementary operations for manipulating SORs, which can serve as building blocks of deformation and animation techniques. We examine a collection of techniques that are designed to transform the geometry shape of deformable objects in sampled representations and pay particular attention to their deployment in surgical simulation. We review a collection of techniques for animating digital