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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
181

Visualisation Interactive de Modeles Complexes avec les Cartes Graphiques Programmables

Toledo, Rodrigo 12 October 2007 (has links) (PDF)
La visualisation d'objets et de scènes de grande taille est un des dé s de la visualisation par ordinateur, particulièrement dans le cadre d'applications interactives. Celles-ci re- quièrent deux qualités: une vitesse de l'ordre de 30 images par seconde dans le but de donner une impression de temps-réel et la qualité. En e et, des images réalistes sont de plus en plus considérées comme une condition essentielle, notamment en ce qui concerne les simulateurs. Ainsi est-il communément reconnu que l'industrie pétrolière est pourvoyeuse de don- nées de grande taille. Ces données sont également caractérisées par la grande diversitée des objets et des scènes utilisés: terrains, données géologiques volumiques (sismique 3D), données SIG (Systèmes d'Information Géographique), modèles d'ingénierie complexes (plateformes, ra neries), puits de forages, oléoducs et gazoducs. En outre, des informa- tions additionnelles sont souvent attachées à tous ces éléments: annotations, identi ca- tions, descriptions techniques, et conditions instantanées. Parmi tous ces objets, deux grandes familles peuvent être distingués: les objets na- turels et les objets manufacturés. Malgré cette classi cation, tous les objets sont com- munément représentes par des maillages triangulés. De nombreuses raisons expliquent ce choix du triangle comme base de la représentation des primitives géométriques: tout ob- jet peut être discrétisé en un maillage triangulaire; tout polygone peut se décomposer en un ensemble de triangles; les points d'un triangle sont toujours coplanaires; les triangles sont toujours convexes; les coordonnées barycentriques peuvent toujours être utilisées comme règle non-ambiguë d'interpolation de valeurs attachées au point dans le domaine du triangle; de plus, les cartes graphiques sont spécialisées dans la 'rasterisation' des triangles. Cependant, le choix d'un maillage triangulé ne s'avère pas toujours judicieux, à la fois pour des questions de performance et de qualité de rendu des images. La thèse apporte deux contributions principales: * un algorithme pour récupérer des primitives géométriques implicites à partir d'une base de données maillée * un algorithme de rendu qui emploie directement les équations des primitives géométriques implicites (ex: cylindres, cônes et tores), pour éviter leur triangulation
182

HaGPipe : Programming the graphics pipeline in Haskell

Bexelius, Tobias January 2009 (has links)
<p> </p><p>In this paper I present the domain specific language HaGPipe for graphics programming in Haskell. HaGPipe has a clean, purely functional and strongly typed interface and targets the whole graphics pipeline including the programmable shaders of the GPU. It can be extended for use with various backends and this paper provides two different ones. The first one generates vertex and fragment shaders in Cg for the GPU, and the second one generates vertex shader code for the SPUs on PlayStation 3. I will demonstrate HaGPipe's many capabilities of producing optimized code, including an extensible rewrite rule framework, automatic packing of vertex data, common sub expression elimination and both automatic basic block level vectorization and loop vectorization through the use of structures of arrays.</p>
183

A system for real-time rendering of compressed time-varying volume data

She, Biao 06 1900 (has links)
Real-time rendering of static volumetric data is generally known to be a memory and computationally intensive process. With the advance of graphic hardware, especially GPU, it is now possible to do this using desktop computers. However, with the evolution of real-time CT and MRI technologies, volumetric rendering is an even bigger challenge. The first one is how to reduce the data transmission between the main memory and the graphic memory. The second one is how to efficiently take advantage of the time redundancy which exists in the time-varying volumetric data. Most previous researches either focus on one problem or the other. In this thesis, we implemented a system which efficiently deals with both of the challenges. We proposed an optimized compression scheme that explores the time redundancy as well as space redundancy of time-varying volumetric data. The compressed data is then transmitted to graphic memory and directly rendered by GPU, so the data transfer between main memory and graphic memory is significantly reduced. With our implemented system, we successfully reduce more than half of the time of transferring the whole data directly. We also compare our proposed compression scheme with the one without exploiting time redundancy. The optimized compression scheme shows a reduce compression distortion over time. With usability, portability and extensibility in mind, the implemented system is also quite flexible.
184

PERFORMANCE EVALUATION OF MEMORY AND COMPUTATIONALLY BOUND CHEMISTRY APPLICATIONS ON STREAMING GPGPUS AND MULTI-CORE X86 CPUS

Weber III, Frederick E 01 May 2010 (has links)
In recent years, multi-core processors have come to dominate the field in desktop and high performance computing. Graphics processors traditionally used in CAD, video games, and other 3-d applications, have become more programmable and are now suitable for general purpose computing. This thesis explores multi-core processors and GPU performance and limitations in two computational chemistry applications: a memory bound component of ab-initio modeling and a computationally bound Monte Carlo simulation. For the applications presented in this thesis, exploiting multiple processors is done using a variety of tools and languages including OpenMP and MKL. Brook+ and the Compute Abstraction Layer streaming environments are used to accelerate applications on AMD GPUs. This thesis gives qualitative assertions about these languages and tools regarding ease of use and optimization in addition to quantitative analyses of performance. GPUs can yield modest performance improvements with little effort in some applications and even larger speedups with simple optimizations.
185

GPU Implementation of a Novel Approach to Cramer’s Algorithm for Solving Large Scale Linear Systems

West, Rosanne Lane 01 May 2010 (has links)
Scientific computing often requires solving systems of linear equations. Most software pack- ages for solving large-scale linear systems use Gaussian elimination methods such as LU- decomposition. An alternative method, recently introduced by K. Habgood and I. Arel, involves an application of Cramer’s Rule and Chio’s condensation to achieve a better per- forming system for solving linear systems on parallel computing platforms. This thesis describes an implementation of this algorithm on an nVidia graphics processor card us- ing the CUDA language. Increased performance, relative to the serial implementation, is demonstrated, paving the way for future parallel realizations of the scheme.
186

Exploring heterogeneous scheduling using the task-centric programming model

Podobas, Artur, Brorsson, Mats, Vlassov, Vladimir January 2012 (has links)
Computer architecture technology is moving towards more heteroge-neous solutions, which will contain a number of processing units with different capabilities that may increase the performance of the system as a whole. How-ever, with increased performance comes increased complexity; complexity that is now barely handled in homogeneous multiprocessing systems. The present study tries to solve a small piece of the heterogeneous puzzle; how can we exploit all system resources in a performance-effective and user-friendly way? Our proposed solution includes a run-time system capable of using a variety of different heterogeneous components while providing the user with the already familiar task-centric programming model interface. Furthermore, when dealing with non-uniform workloads, we show that traditional approaches based on centralized or work-stealing queue algorithms do not work well and propose a scheduling algorithm based on trend analysis to distribute work in a performance-effective way across resources. / <p>QC 20130429</p> / ENCORE
187

Interactive Design and Debugging of GPU-based Volume Visualizations

Meyer-Spradow, Jennis, Ropinski, Timo, Mensmann, Jörg, Hinrichs, Klaus January 2010 (has links)
There is a growing need for custom visualization applications to deal with the rising amounts of volume data to be analyzed in fields like medicine, seismology, and meteorology. Visual programming techniques have been used in visualization and other fields to analyze and visualize data in an intuitive manner. However, this additional step of abstraction often results in a performance penalty during the actual rendering. In order to prevent this impact, a careful modularization of the required processing steps is necessary, which provides flexibility and good performance at the same time. In this paper, we will describe the technical foundations as well as the possible applications of such a modularization for GPU-based volume raycasting, which can be considered the state-of-the-art technique for interactive volume rendering. Based on the proposed modularization on a functional level, we will show how to integrate GPU-based volume ray-casting in a visual programming environment in such a way that a high degree of flexibility is achieved without any performance impact.
188

Implementing a Preconditioned Iterative Linear Solver Using Massively Parallel Graphics Processing Units

Asgari Kamiabad, Amirhassan 26 May 2011 (has links)
The research conducted in this thesis provides a robust implementation of a preconditioned iterative linear solver on programmable graphic processing units (GPUs). Solving a large, sparse linear system is the most computationally demanding part of many widely used power system analysis. This thesis presents a detailed study of iterative linear solvers with a focus on Krylov-based methods. Since the ill-conditioned nature of power system matrices typically requires substantial preconditioning to ensure robustness of Krylov-based methods, a polynomial preconditioning technique is also studied in this thesis. Implementation of the Chebyshev polynomial preconditioner and biconjugate gradient solver on a programmable GPU are presented and discussed in detail. Evaluation of the performance of the GPU-based preconditioner and linear solver on a variety of sparse matrices shows significant computational savings relative to a CPU-based implementation of the same preconditioner and commonly used direct methods.
189

Implementing a Preconditioned Iterative Linear Solver Using Massively Parallel Graphics Processing Units

Asgari Kamiabad, Amirhassan 26 May 2011 (has links)
The research conducted in this thesis provides a robust implementation of a preconditioned iterative linear solver on programmable graphic processing units (GPUs). Solving a large, sparse linear system is the most computationally demanding part of many widely used power system analysis. This thesis presents a detailed study of iterative linear solvers with a focus on Krylov-based methods. Since the ill-conditioned nature of power system matrices typically requires substantial preconditioning to ensure robustness of Krylov-based methods, a polynomial preconditioning technique is also studied in this thesis. Implementation of the Chebyshev polynomial preconditioner and biconjugate gradient solver on a programmable GPU are presented and discussed in detail. Evaluation of the performance of the GPU-based preconditioner and linear solver on a variety of sparse matrices shows significant computational savings relative to a CPU-based implementation of the same preconditioner and commonly used direct methods.
190

Vector Graphics for Real-time 3D Rendering

Qin, Zheng January 2009 (has links)
Algorithms are presented that enable the use of vector graphics representations of images in texture maps for 3D real time rendering. Vector graphics images are resolution independent and can be zoomed arbitrarily without losing detail or crispness. Many important types of images, including text and other symbolic information, are best represented in vector form. Vector graphics textures can also be used as transparency mattes to augment geometric detail in models via trim curves. Spline curves are used to represent boundaries around regions in standard vector graphics representations, such as PDF and SVG. Antialiased rendering of such content can be obtained by thresholding implicit representations of these curves. The distance function is an especially useful implicit representation. Accurate distance function computations would also allow the implementation of special effects such as embossing. Unfortunately, computing the true distance to higher order spline curves is too expensive for real time rendering. Therefore, normally either the distance is approximated by normalizing some other implicit representation or the spline curves are approximated with simpler primitives. In this thesis, three methods for rendering vector graphics textures in real time are introduced, based on various approximations of the distance computation. The first and simplest approach to the distance computation approximates curves with line segments. Unfortunately, approximation with line segments gives only C0 continuity. In order to improve smoothness, spline curves can also be approximated with circular arcs. This approximation has C1 continuity and computing the distance to a circular arc is only slightly more expensive than computing the distance to a line segment. Finally an iterative algorithm is discussed that has good performance in practice and can compute the distance to any parametrically differentiable curve (including polynomial splines of any order) robustly. This algorithm is demonstrated in the context of a system capable of real-time rendering of SVG content in a texture map on a GPU. Data structures and acceleration algorithms in the context of massively parallel GPU architectures are also discussed. These data structures and acceleration structures allow arbitrary vector content (with space-variant complexity, and overlapping regions) to be represented in a random-access texture.

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