The Ph.D. dissertation Rendering Methods for Augmented Reality by Jan Fischer describes several GPU-based methods for artistic and illustrative rendering. A real-time video filter is described, which generates a cartoon-like version of the input video and is executed entirely on the GPU (Section 3.3). Section 4.2 of the thesis discusses a GPU-based algorithm for the real-time illustrative display of hidden structures in polygonal datasets. In Section 4.3, the real-time conversion of augmented reality video streams into an illustrative style on the GPU is described. The thesis discusses the underlying image processing and rendering algorithms as well as implementation-specific aspects of the respective GPU techniques. (Jan Fischer, Rendering Methods for Augmented Reality, Dissertation, University of Tübingen, June 2006)
Geomerics, a new R&D company based in Cambridge UK, have recently announced a real-time radiosity simulation running entirely on the GPU. The solution runs at up to 100hz on common graphics hardware and allows for fully dynamic lighting, including spot-lights, projected texture or video lighting, and area lights. It integrates well with traditional modeling techniques such as normal mapping, and all lighting is performed in high dynamic range. Videos, screen shots and further details of the simulation can be found on theÂ Geomerics website.
Abstract: The Graphics Processing Unit (GPU) has evolved into a powerful and flexible processor. The latest graphics processors provide fully programmable vertex and pixel processing units that support vector operations up to single floating-point precision. This computational power is now being used for general-purpose computations. However, some applications require higher precision than single precision. This paper describes the emulation of a 44-bit floating-point number format and its corresponding operations. An implementation is presented along with performance and accuracy results. (G. Da Graca, D. Defour. Implementation of float-float operators on graphics hardware. 7th conference on Real Numbers and Computers, RNC7, Nancy, France, July 2006.)
- Location: Boston Convention and Exhibition Center
- Room: Room 108
- Date: Thursday, August 3rd
- Time: 11am-1:00pm
Since there is not a GPGPU course offering at SIGGRAPH this year, we have scheduled a GPGPU “Birds of a Feather” (BOF) for everyone interested in GPGPU at SIGGRAPH. The current plan is for the BOF to be an informal gathering to chat about GPGPU. Many of the academics doing research in GPGPU plan to be there, as well as industry folks, including ATI and NVIDIA.
Since the BOF is scheduled during lunch, it will be a “brown bag” event, so bring lunch with you. We’ll keep you updated on any status changes in the forums. (Credit goes to Mike Houston for organizing.)
Fantasy Lab introduces GPU-accelerated real-time global illumination engine with displacement-mapped subdivision surfacesJune 30th, 2006
Fantasy Lab, a game developer located in the San Francisco Bay area, has announced its new game engine, which includes support for real-time global illumination and displacement-mapped subdivision surfaces. Videos on the company’s website show global illumination on an animated subdivision-surface-based character. The global illumination solution for the videos is calculated in 3.3 milliseconds per frame (300 frames per second) on an NVIDIA GeForce Go 7900 GTX (a laptop GPU).
This extended abstract by Sengupta et al. presents a work-efficient step-efficient prefix-sum algorithm. This algorithm achieves a three to four fold speedup over the step-efficient prefix-sum algorithm presented by Daniel Horn in GPU Gems 2. It can also be tuned to efficiently run on future hardware which would have a higher degree of parallelism. (A work-efficient step-efficient prefix-sum algorithm. Shubhabrata Sengupta, Aaron E. Lefohn, John D. Owens in in Proceedings of the 2006 Workshop on Edge Computing Using New Commodity Architectures.)
TyphoonLabs has released the OpenGL Shader Designer source code, in response to many requests, and in gratitude to the OpenGL community. The source code is released under the LGPL license and can be downloaded from http://www.typhoonlabs.com in the
downloads section. Linux binaries will be released later this month.
The Accelerator GPGPU programming system from Microsoft Research is now available for download. The system was mentioned previously here on gpgpu.org. A key purpose in releasing the software is to get feedback from the gpgpu community about the programming model and the API. Microsoft Research are also interested in building higher level libraries using the system.
(http://research.microsoft.com/downloads. Also see the Accelerator Project Wiki.)
A half-day GPGPU tutorial session was given by Dominik Göddeke and Robert Strzodka in conjunction with the ICCS 2006 conference in Reading, UK. After a comprehensive introduction to the GPU programming model with many examples,possibilities to increase performance and accuracy in GPGPU applications were presented. (Slides and tutorial code)
Abstracts, citations and links to author homepages of eight papers on GPGPU presented at the ICCS conference, Reading, UK, May 2006, are available. Topics include genome sequencing, GPGPU languages, database operations, computational fluid dynamics, computer vision, computational geometry and neural networks. (http://www.mathematik.uni-dortmund.de/~goeddeke/iccs/papers.html)