GPGPU |
General-Purpose Computation Using Graphics Hardware
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IntroductionGPGPU 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.
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ATI Annouces "X1K" Family of Graphics Processors Yesterday ATI announced its new line of GPUs, the X1K family. This family
includes the flagship Radeon X1800 XT and XL GPUs (codenamed R520), the
mid-range Radeon X1600 XT and Pro GPUs (code named RV530), and the mainstream
Radeon X1300 and X1300 Pro GPUs (code named RV515). For a detailed overview,
see the articles at ExtremeTech or Beyond3D. ATI has also announced
preliminary
plans to enable GPGPU development by publishing a detailed spec
and a thin abstraction interface for programming the new GPUs.
Posted: 06 Oct 2005 [GPGPU /GPUs] # Approximate Ray-Tracing on the GPU with Distance Impostors This paper presents a fast approximation method to obtain the point hit by
a reflection or refraction ray. The calculation is based on the distance
values stored in environment map texels. This approximation is used to
localize environment mapped reflections and refractions; that is, to make
them depend on where they occur. On the other hand, placing the eye into the
light source, the method is also good to generate real-time caustics.
Computing a map for each refractor surface, we can even evaluate multiple
refractions without tracing rays. The method is fast and accurate if the
scene consists of larger planar faces, when the results are similar to that
of ray-tracing. On the other hand, the method suits very well to the GPU
architecture, and can render ray-tracing and global illumination effects at a
few hundred frames per second. The primary application area of the proposed
method is the introduction of these effects in games. (Approximate Ray-Tracing on the GPU with
Distance Impostors. Laszlo Szirmay-Kalos, Barnabas Aszodi, Istvan Lazanyi,
and Matyas Premecz. Department of Control Engineering and Information
Technology, Technical University of Budapest.)
Posted: 06 Oct 2005 [GPGPU /Advanced Rendering] # Real-Time, GPU-Based Foreground-Background Segmentation Robust and accurate foreground-background segmentation is a
relatively small but crucial step in several computer vision
applications. It is a key element in surveillance, 3D-modelling from
silhouettes, motion capture, or gesture analysis for human-computer
interaction (HCI). For several of these, real-time processing is of main
importance and thus should be extremely fast. This work by Andreas Griesser of ETH
Zurich proposes a high-speed GPU-based implementation that processes image
sequences in less than 4ms per frame and frees the CPU from this
processing step altogether. Resulting segmentation exhibits compactness
and smoothness in foreground areas as well as for inter-frame temporal
contiguity. (Project
homepage and software download, Andreas Griesser,
Computer Vision Lab, ETH Zuerich.)
Posted: 06 Oct 2005 [GPGPU /Image And Volume Processing] # |
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