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)

gDEBugger V1.4 Supports OpenGL 2.0 and Adds Commands for Locating Shader Performance Bottlenecks

April 27th, 2005

gDEBugger, an OpenGL API debugger and profiler, traces application activity on top of the OpenGL API allowing programmers to see what is happening within the graphics system implementation. The new V1.4 supports the OpenGL 2.0 standard and many additional extensions. The latest features include stub fragment shader replacement and OpenGL light overrides. These features enable the pinpointing of application graphic performance bottlenecks caused by either fragment shaders or light-related calculations. In addition, gDEBugger contains a powerful break-on-detected error mechanism that stops execution of the debugged application when detected errors occur. The texture viewer now displays images and properties of multi-textures.

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). (

"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. (

GLIntercept v0.42 adds improved runtime shader editing

April 17th, 2005

GLIntercept is an OpenGL debugger/logger for shaders, images, and function calls. Version 0.42 adds improved support for runtime editing of GLSL shaders. This release also includes initial OpenGL 2.0 support for logging and creating frame buffer composition movies in order to visually inspect how a scene is created.

GPU-based multi-layer perceptron as efficient method for approximating complex light models in per-vertex lighting

April 17th, 2005

This work is part of a Masters thesis by Konrad Pietras of Technical University of Lodz, Poland. The method uses a neural network, implemented in a vertex program, for approximating the light model described in “Display of The Earth Taking into Account Atmospheric Scattering” by Nishita et al., SIGGRAPH 1996. (GPU-based perceptron used for 4-dimensional texture lookup)

Workshop: GPUs as Mathematical Coprocessors in Finite-Element Simulations

March 25th, 2005

This workshop will first focus on an entry-level GPGPU introduction by Robert Strzodka, followed by a discussion of hardware-efficient PDE solvers with applications in Image Processing. After a brief review of the current state-of-the-art of FEM codes on the CPU side, algorithmic design patterns for efficient GPU implementations will be experimentally evaluated. (Note: talks will be given in German.)

“The GeForce 6 Series GPU Architecture” GPU Gems 2 Chapter Released

March 21st, 2005

Excerpted from GPU Gems 2, “The GeForce 6 Series GPU Architecture” (Chapter 30) describes the architecture of the GeForce 6 Series family of GPUs, including details on the overall system architecture, vertex processor, fragment processor, and various other features. (Emmett Kilgariff and Randima Fernando. “The GeForce 6 Series GPU Architecture”, in GPU Gems 2, Addison-Wesley 2005.)

Page 96 of 110« First...102030...9495969798...110...Last »