Temporary Web Server Problems

January 21st, 2005

(Update 29 Jan 2005: Problems Solved.)
To our faithful readers and new visitors, please bear with us as we work out system problems after recent upgrades at our web host, ibiblio.org. We thank you for your patience. (While you wait: “Looks like somebody tried to cram-a-lam a swiss cake roll into the disk drive.”)

GPGPU Course at the University of Pennsylvania, Spring 2005

January 19th, 2005

Suresh Venkatasubramanian will be teaching a GPGPU class at the University of Pennsylvania in Spring 2005. The class, titled “GPU Programming and Architecture” will focus on the stream programming abstraction of the GPU, and will cover the basic tools and techniques for designing and implementing algorithms for general purpose computations on the GPU. (UPenn GPGPU Course)

Fred Brooks calls GPGPU “…one of the most exciting areas in Computer Architecture today”

January 5th, 2005

UNC’s Professor Frederick P. Brooks, Jr., who coined the term “Computer Architecture”, received the 2005 ACM/IEEE Computer Society Eckert-Mauchly Award for outstanding contributions to the field of computer and digital systems architecture. In his award acceptance speech, Dr. Brooks stated that GPUs are “…very powerful scientific computers installed in many homes… I think exploring that design space and its utilization… is one of the most exciting areas in computer architecture today.” (Frederick P. Brooks, Jr. 2005 Eckert-Mauchly Award acceptance speech. Streaming Video Links)

Image Registration by a Regularized Gradient Flow

January 5th, 2005

To correlate the intensities in two images an energy functional is successively minimized in a variational setting. The gradient flow formulation makes use of a robust multi-scale regularization, an efficient multi-grid solver and an adaptive time-step control. On the GPU the multi-scale maps to a packed multi-grid pyramid with several scales per grid level. The algorithm uses three nested loops: the regularized multi-scale descent, the iterative solution of the gradient flow PDE, and on the third level the multi-grid smoother and the adaptive time-step iteration. (Image Registration by a Regularized Gradient Flow – A Streaming Implementation in DX9 Graphics Hardware. Robert Strzodka, Marc Droske and Martin Rumpf Computing, 73(4), 373-389, Springer, 2004.)

GPGPU Feature in EE Times

December 14th, 2004

“Imagine that the appendix in primates had evolved. Instead of becoming a prehensile organ routinely removed from humans when it became troublesome, imagine the appendix had grown a dense cluster of complex neurons to become the seat of rational thought, leaving the brain to handle housekeeping and control functions. That scenario would not be far from what has happened to graphics processing units.” This feature by Ron Wilson of EE Times includes articles by John Owens, Ian Buck, Mark Harris, Patrick McCormick, and Pedro Sander. (The Graphics Chip as Supercomputer. EE Times. December 13, 2004.)

Open-Source Direct3D Fluid Simulation Library Released

December 12th, 2004

A free open-source library for grid-based, Navier-Stokes fluid simulation on the GPU has been released. The code compiles under the DirectX 9.0 SDK (Summer 2003 Update) and is structured for easy integration into existing DirectX applications (for example, single methods to add fluid emitters and to advance the simulation, etc). This code has been used in the computer game Ensign Expendable developed by Strange Bunny. (Open-Source Direct3D Fluid Simulation Library.)

AT&T Labs GPGPU Research Group

December 12th, 2004

The GPGPU group at AT&T Labs – Research conducts research on GPU applications in the areas of computational geometry, data visualization and data analysis. (AT&T Labs GPGPU Home Page)

Hardware Assisted Natural Neighbour Interpolation

December 12th, 2004

Natural neighbour interpolation is a popular nonparametric method for interpolating among sample data points and is based on computing Voronoi diagrams. In this paper by Fan, Efrat, Koltun, Krishnan and Venkatasubramanian, we show how natural neighbour interpolation can be performed very efficiently on the GPU. The main advantage of this approach is that multiple interpolation queries can be issued simultaneously; the algorithm creates a scalar field for the interpolated result. (Hardware Assisted Natural Neighbour Interpolation. Quanfu Fan, Alon Efrat, Vladlen Koltun, Shankar Krishnan, and Suresh Venkatasubramanian. Proc. 7th Workshop on Algorithms Engineering and Experimentation.)

Real-Time Motion Estimation and Visualization on Graphics Cards

November 27th, 2004

This paper by Strzodka and Garbe presents a tool for real-time visualization of motion features in 2D image sequences. The motion is estimated through an eigenvector analysis of the spatio-temporal structure tensor at every pixel location. Post-processing in the form of coloring, blending, threshholding, fading and smoothing helps to select the desired motion features for display. The paper demonstrates several examples of test sequences containing people moving at different velocities. These people are visually marked in the real-time display of the image sequence. The tool is also applied to angiography sequences to emphasize the blood flow and its distribution. The implementation uses DX9 graphics hardware and centers around a vectorized version of the Jacobi method for matrix diagonalization. (Real-Time Motion Estimation and Visualization on Graphics Cards. Robert Strzodka and Christoph Garbe in Proceedings of Visualization 2004, pages 545-552, 2004)

Real-Time 3D Fluid Simulation on the GPU with Complex Obstacles

November 27th, 2004

This Pacific Graphics 2004 paper by Youquan Liu et al. presents a way to process complex boundary conditions when simulating fluid flow using the Navier-Stokes Equations on the GPU. After voxelizing the 3D geometry scene, this technique computes a “modification factor texture” and an offset texture in “flat 3D” form to delineate boundary conditions needed to handle the internal obstacles, and in this way it takes advantage of the parallelism of GPU to accelerate the whole computation. (“Real-Time 3D Fluid Simulation on GPU with Complex Obstacles”, Youquan Liu, Xuehui Liu and Enhua Wu, In Proceedings of Pacific Graphics 2004, pages 247-256,October 2004.)

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