Parallel Genetic Algorithms on Programmable Graphics Hardware

May 26th, 2005

Parallel genetic algorithms are usually implemented on parallel machines or distributed systems. This paper describes how fine-grained parallel genetic algorithms can be mapped to programmable graphics hardware found in commodity PCs. The approach stores chromosomes and their fitness values in texture memory on the graphics card. Both fitness evaluation and genetic operations are implemented entirely with fragment programs executed on the GPU in parallel. The paper demonstrate the effectiveness of this approach by comparing it with a compatible software implementation. The presented approach benefits from the advantages of parallel genetic algorithms on a low-cost platform. (http://www.cad.zju.edu.cn/home/yqz/)

A new real-time video synthesis method for virtual studio environments using GPU and projected screens

May 26th, 2005

This project focused on two supportive information techniques for virtual TV studio environments using a back projected screen and real time video composition on the GPU. In traditional TV, studios use blue or green background chroma-key for video composition. Therefore the actors cannot see the final composite without a preview monitor. Pointing at objects on the background image is especially difficult, requiring experience and rehearsal. In this system, the actors can see and point at supportive information displays such as computer-generated backgrounds, virtual actors, reading scripts and/or final composites behind them. To compose the computer graphics into the free area on the screen, a special real-time GPU-based video rendering program has been developed. (http://akihiko.shirai.as/projects/LuminaStudio/)

RoboGamer: Development of robotic TV game player using haptic interface and GPU image recognition

May 26th, 2005

“RoboGamer” is a robotic system which is able to play a video game together with a human player. This project realized a physically connected friendly computer player with a simple robotic system that is composed of a video camera, wire based force feedback display SPIDAR and fast GPU image recognition software without any modification of the original video game system. RoboGamer has three functions: autonomous play; augmented effects like force feedback and/or rich graphics added to original old video games; and collaboration play with A.I. and human player via force feedback on the joystick. (http://akihiko.shirai.as/projects/RoboGamer/)

Massive Simulation using GPU of a distributed behavioral model of a flock with obstacle avoidance

May 25th, 2005

This VMV 2004 paper by De Chiara et al. presents a massive simulation of a behavioral model using graphics hardware. A well-known flocking model is implemented on the GPU. The model is capable of managing large aggregate motion of birds in a virtual environment including avoidance of both static and dynamic obstacles. The effectiveness of the GPU implementation is demonstrated with a comparison to a CPU implementation. (Massive Simulation using GPU of a distributed behavioral model of a flock with obstacle avoidance. Rosario De Chiara, Ugo Erra, Vittorio Scarano, Maurizio Tatafiore. In Proceedings of 9th Internation Fall Workshop VISION, MODELLING, AND VISUALIZATION 2004.)

Automatic Tuning Matrix Multiplication on Graphics Hardware

May 21st, 2005

Graphics hardware’s rapid evolving pace has made self-adaptable software very desirable. Changhao Jiang and Marc Snir at University of Illinois Urbana Champaign have developed a library generator for graphics hardware, that can automatically generate high performance matrix multiplication with comparable performance to expert manually tuned version on various graphics hardware platforms. The paper will be published at the Fourteenth International Conference on Parallel Architecture and Compilation Techniques (PACT) 2005. (Automatic Tuning Matrix Multiplication on Graphics Hardware)

Audio and the Graphics Processing Unit

May 16th, 2005

From the abstract: In recent years, the development of programmable graphics pipelines has placed the power of parallel computation in the hands of consumers. Systems developers are now paying attention to the general purpose computational ability of these graphics processor units, or GPUs, and are using them in novel ways. This paper examines using pixel shaders for executing audio algorithms. We compare GPU performance to CPU performance, discuss problems encountered, and suggest new directions for supporting the needs of the audio community. Source code is also available. (Audio and the Graphics Processing Unit”, by Sean Whalen)

MoXi: Digital Ink Simulation

May 13th, 2005

This paper by Chu and Tai at HKUST presents a physically-based method for simulating ink dispersion in absorbent paper for art creation purposes. The ink flow model is based on the lattice Boltzmann equation and is designed to work on the GPU efficiently. (MoXi: Real-Time Ink Dispersion in Absorbent Paper. Nelson S.-H. Chu and Chiew-Lan Tai. To appear in ACM Transactions on Graphics (SIGGRAPH 2005 issue), August 2005)

GPU-Accelerated Computed Tomography

May 6th, 2005

The task of reconstructing an object from its projections via tomographic methods is a time-consuming process due to the vast complexity of the data. GPUs offer an affordable alternative to proprietary ASICs and FPGAs. Fang Xu and Klaus Mueller at Stony Brook University have shown that the latest generation of GPUs can be exploited to perform both analytical and iterative reconstruction from X-ray and functional imaging data at clinical rates and high quality. Visualization of the reconstructed object is easily achieved since the object already resides in the graphics hardware, allowing one to run a visualization module at any time to view the reconstruction results. Their implementation allows speedups of 1-2 orders of magnitude over software implementations, at comparable image quality. (Link to the project page)

Sh Version 0.7.7 released

April 27th, 2005

Version 0.7.7 of the Sh GPU Metaprogramming Language is now released. Sh allows GPUs to be programmed directly using C++. This version features a back end for the OpenGL Shading Language, Mac OS X support, and major speed improvements for stream programs (the GPGPU subset of Sh). (http://libsh.org)

"Simulation Practice and Theory" Special Issue on Programmable Graphics Hardware: 2nd Call & extended deadline

April 27th, 2005

The deadline for the Special Issue of the Elsevier Journal “Simulation Practice and Theory” about Programmable Graphics Hardware has been extended until Tuesday, May 17th, 2005. Authors of
papers which explore simulation studies and algorithms utilizing graphics hardware are invited to participate in the special issue. Please see the Call for Papers for more information. (http://www.cg.informatik.uni-siegen.de/News/3_SIMPRA_CFP)

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