GPGPU
General-Purpose Computation Using Graphics Hardware

Introduction

GPGPU stands for General-Purpose computation on GPUs. With the increasing programmability of commodity graphics processing units (GPUs), these chips are capable of performing more than the specific graphics computations for which they were designed. They are now capable coprocessors, and their high speed makes them useful for a variety of applications. The goal of this page is to catalog the current and historical use of GPUs for general-purpose computation.

Contribute
Have some GPGPU News to Contribute? Submit it!

Contact Us


Subscribe to a syndicated RSS feed of GPGPU.
Subscribe to a syndicated RSS feed of GPGPU.

Powered by Blosxom.

Hosted by ibiblio.org

DuoDecim - A Structure for Point Scan Compression and Rendering

This paper presents a compression scheme for large point scans including per-point normals. For the encoding of such scans, the paper introduces a type of closest sphere packing grids, the hexagonal close packing (HCP). To compress the data, linear sequences of filled cells in HCP grids are extracted. Point positions and normals in these runs are incrementally encoded. At a grid spacing close to the point sampling distance, the compression scheme only requires slightly more than 3 bits per point position. Incrementally encoded per-point normals are quantized at high fidelity using only 5 bits per normal. The compressed data stream can be decoded in the graphics processing unit (GPU). Decoded point positions are saved in graphics memory, and they are then used on the GPU again to render point primitives. In this way gigantic point scans are rendered from their compressed representation in local GPU memory at interactive frame rates. (http://wwwcg.in.tum.de/Research/data/Publications/pbg05.pdf)

Posted: 26 May 2005 [GPGPU /Scientific Computing/Data Compression] #

GPU Simulation and Rendering of Volumetric Effects for Computer Games and Virtual Environments

As simulation and rendering capabilities continue to increase, volumetric effects like smoke, fire or explosions will be frequently encountered in computer games and virtual environments. This paper presents techniques for the visual simulation and rendering of such effects that keep up with the demands for frame rates imposed by such environments. This is achieved by leveraging functionality on recent graphics programming units (GPUs) in combination with a novel approach to model non physics-based, yet realistic variations in flow fields. The paper shows how to use this mechanism for simulating effects. Physics-based simulation is performed on 2D proxy geometries, and simulation results are extruded to 3D using particle or texture based approaches. (http://wwwcg.in.tum.de/Research/data/Publications/eg05.pdf)

Posted: 26 May 2005 [GPGPU /Scientific Computing] #

A Particle System for Interactive Visualization of 3D Flows

This paper presents a particle system for interactive visualization of steady 3D flow fields on uniform grids. For large particle systems, particle integration needs to be accelerated and the transfer of particle data to the GPU must be avoided. To fulfill these requirements, this paper exploits features of recent graphics accelerators to advect particles in the graphics processing unit (GPU), saving particle positions in graphics memory, and then sending these positions through the GPU again to obtain images in the frame buffer. (http://wwwcg.in.tum.de/Research/data/Publications/tvcg05.pdf)

Posted: 26 May 2005 [GPGPU /Scientific Computing] #

FxPlug GPU Image Processing API Launched

The FxPlug API allows Mac OS X developers to write OpenGL based image processing plugins for Apple's Motion video effects software. Designed to run on ARB_fragment_program capable hardware, it allows chains of complex effects to be run entirely on the GPU. With over 100 GPU filters and generators already running within Motion, this is well worth a look. (http://developer.apple.com/appleapplications/fxplugsdk.html)

Posted: 26 May 2005 [GPGPU /Image And Volume Processing] #

Parallel Genetic Algorithms on Programmable Graphics Hardware

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/)

Posted: 26 May 2005 [GPGPU /Scientific Computing] #

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

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/)

Posted: 26 May 2005 [GPGPU /Image And Volume Processing] #

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

"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/)

Posted: 26 May 2005 [GPGPU /Image And Volume Processing/Computer Vision] #


Categories