GPGPU and Many-core Computing - GAMMA UNC (original) (raw)
Today's graphics hardware and many-core co-processors are advancing at a much faster pace then standard microprocessors. The GAMMA research group has been working since 1998 on using the computational power of GPUs and other many-core processors for different applications.
- Collision Detection and Proximity Queries
- Computational Geometry
- Databases
- Distance Fields and Voronoi Diagrams
- Haptics and Interactive Applications
- Interactive Ray Tracing
- Motion and Path Planning
- Numerical and Scientific Algorithms
- Simulation
- Sound Synthesis and Propagation
- Visibility and Shadows
Collision Detection and Proximity Queries
- Collision-Streams: Fast GPU-based collision detection for deformable models
- GPU-based parallel collision detection for real-time motion planning
- Fast proximity computation among deformable models using discrete Voronoi diagrams
- Collision detection between deformable models using chromatic decomposition
- Quick-CULLIDE: Efficient inter- and intra-object collision culling using graphics hardware
- R-CULLIDE: Fast and reliable collision culling using GPUs
- Fast collision detection between complex models in large environments using graphics hardware
- Fast penetration depth estimation using rasterization hardware and hierarchical refinement
- Fast continuous collision detection for articulated models
- Interactive, continuous collision detection for avatars in virtual environments
- Collision Streams: Fast GPU-based Collision Detection for Deformable Models
Computational Geometry
- Fast proximity computation among deformable models using discrete Voronoi diagrams
- Fast 3D distance field and Voronoi diagram computation using graphics processors
- Efficient computation of a simplified medial axis
- PIVOT: Fast and simple geometric proximity queries using graphics hardware
- Fast swept volume approximation of complex polyhedral models
- GPU-based K Nearest Neighbor Computation in High Dimensional Spaces
- GPU accelerated Convex Hull Computation
Databases
- GPUTeraSort: High performance graphics coprocessor sorting for large database management. GPUTeraSort beat the Penny Sort Benchmark for 2006
- Fast data stream mining using graphics processors
- Sorting 1D and 3D primitives using graphics processors
- Fast database computations using graphics processors
- GPU-based K-Nearest Neighbor Computation
Distance Fields and Voronoi Diagrams
- Efficient nearest-neighbor computation for GPU-based motion planning
- Surface distance maps
- Interactive 3D distance field computation using linear factorization
- Interactive computation of discrete generalized Voronoi diagrams using range culling
- DiFi: Fast 3D distance field computation using graphics hardware
- Fast computation of generalized Voronoi diagrams using graphics hardware
Haptics and Interactive Applications
Interactive Ray Tracing
- Work distribution methods on GPUs
- Fast BVH computation on GPUs
- Fast hierarchy operations on GPU architectures
- Guided Multiview Ray Tracing for Fast Auralization
Motion and Path Planning
- g-Planner: Real-time motion planning and global navigation using GPUs
- Motion planning for a deformable robot in complex environment using GPUs
- V-PLAN: A Voronoi-based hybrid motion planner
- C-PLAN: Constraint-based motion planning for virtual prototyping
- F-PLAN: A Voronoi-based framework for motion planning and maintainability
- ClearPath: Highly parallel collision avoidance for multi-agent simulation
Numerical and Scientific Algorithms
- GPUFFTW: High performance power-of-two FFT library using graphics processors
- LU-GPU: Efficient algorithms for solving dense linear systems on graphics hardware
- LUGPULIB: Publicly available implementation of the LU-GPU algorithm
- Fast SVD computation on graphics processors
- Cache-efficient numerical algorithms using graphics processors
Simulation
Sound Synthesis and Propagation
- An efficient time-domain solver for the acoustic wave equation on graphics processors
- i-Sound: Interactive GPU-based sound auralization in dynamic scenes
- Numerical acoustic simulation on graphics processors
Visibility and Shadows
- Selective ray tracing for interactive high-quality shadows
- CC shadow volumes
- Interactive shadow generation in complex environments
- Interactive visibility computations using graphics hardware for walkthrough of complex environments
- Accelerated line-of-sight computation using GPUs and region-based visibility
Principal Investigators Ming C. Lin Dinesh Manocha Research Sponsors Army Research Office Defense Advanced Research Projects Agency Intel Corporation National Science Foundation US Army Research, Development and Engineering Command | Current Members Qi Mo Jia Pan Past Members Erik Andersen William V. Baxter III Timothy Culver Mark Foskey Nico Galoppo Maxim Garber Russell Gayle Naga K. Govindaraju Stephen J. Guy Michael Henson Kenneth E. Hoff III Nitin Jain Ilknurk Kabul John Keyser Theodore (Ted) Kim Young J. Kim David Knott Christian Lauterbach Brandon Lloyd Miguel A. Otaduy Nikunj Raghuvanshi Stephane Redon Brian Salomon Vincent Scheib Avneesh Sud Gokul Varadhan Jeremy Wendt Sung-Eui Yoon Andrew Zaferakis |
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