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PUBLIC MARKS with tag gpgpu

October 2006

Glift: Generic GPU Data Structures

by woody3k
This paper presents Glift, an abstraction and generic template library for defining complex, random-access graphics processor (GPU) data structures. Like modern CPU data structure libraries, Glift enables GPU programmers to separate algorithms from data structure definitions; thereby greatly simplifying algorithmic development and enabling reusable and interchangeable data structures. We characterize a large body of previously published GPU data structures in terms of our abstraction and present several new GPU data structures. The structures, a stack, quadtree, and octree, are explained using simple Glift concepts and implemented using reusable Glift components. We also describe two applications of these structures not previously demonstrated on GPUs: adaptive shadow maps and octree 3D paint. Lastly, we show that our example Glift data structures perform comparably to handwritten implementations while requiring only a fraction of the programming effort.

GPUTeraSort

by woody3k
GPUTeraSort is a novel external sorting algorithm using graphics processors (GPUs) on large databases composed of billions of records and wide keys. It uses the data parallelism within a GPU along with task parallelism by scheduling memory-intensive and compute-intensive tasks on the GPU.

Fast GPU Ray Tracing of Dynamic Meshes using Geometry Images

by woody3k
Abstract: Using the GPU to accelerate ray tracing may seem like a natural choice due to the highly parallel nature of the problem. However, determining the most versatile GPU data structure for scene storage and traversal is a challenge. In this paper, we introduce a new method for quick intersection of triangular meshes on the GPU. The method uses a threaded bounding volume hierarchy built from a geometry image, which can be efficiently traversed and constructed entirely on the GPU. This acceleration scheme is highly competitive with other GPU ray tracing methods, while allowing for both dynamic geometry and an efficient level of detail scheme at no extra cost.

January 2006

December 2005

February 2005

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database +   graphics +   linux +   nvidia +   programming +   raytracing +  

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last mark : 01/10/2006 06:30