5,255 research outputs found
GPU acceleration of brain image proccessing
Durante los últimos años se ha venido demostrando el alto poder computacional
que ofrecen las GPUs a la hora de resolver determinados problemas.
Al mismo tiempo, existen campos en los que no es posible beneficiarse completamente
de las mejoras conseguidas por los investigadores, debido principalmente
a que los tiempos de ejecución de las aplicaciones llegan a ser extremadamente
largos. Este es por ejemplo el caso del registro de imágenes en medicina.
A pesar de que se han conseguido aceleraciones sobre el registro de imágenes,
su uso en la práctica clínica es aún limitado. Entre otras cosas, esto se debe
al rendimiento conseguido.
Por lo tanto se plantea como objetivo de este proyecto, conseguir mejorar los
tiempos de ejecución de una aplicación dedicada al resgitro de imágenes en medicina,
con el fin de ayudar a aliviar este problema
Recommended from our members
Computational Strategies for Scalable Genomics Analysis.
The revolution in next-generation DNA sequencing technologies is leading to explosive data growth in genomics, posing a significant challenge to the computing infrastructure and software algorithms for genomics analysis. Various big data technologies have been explored to scale up/out current bioinformatics solutions to mine the big genomics data. In this review, we survey some of these exciting developments in the applications of parallel distributed computing and special hardware to genomics. We comment on the pros and cons of each strategy in the context of ease of development, robustness, scalability, and efficiency. Although this review is written for an audience from the genomics and bioinformatics fields, it may also be informative for the audience of computer science with interests in genomics applications
Playing Smart - Artificial Intelligence in Computer Games
Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games
Massively Parallel Computation Using Graphics Processors with Application to Optimal Experimentation in Dynamic Control
The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability has lead to its adoption in many non-graphics applications, including wide variety of scientific computing fields. At the same time, a number of important dynamic optimal policy problems in economics are athirst of computing power to help overcome dual curses of complexity and dimensionality. We investigate if computational economics may benefit from new tools on a case study of imperfect information dynamic programming problem with learning and experimentation trade-off that is, a choice between controlling the policy target and learning system parameters. Specifically, we use a model of active learning and control of linear autoregression with unknown slope that appeared in a variety of macroeconomic policy and other contexts. The endogeneity of posterior beliefs makes the problem difficult in that the value function need not be convex and policy function need not be continuous. This complication makes the problem a suitable target for massively-parallel computation using graphics processors. Our findings are cautiously optimistic in that new tools let us easily achieve a factor of 15 performance gain relative to an implementation targeting single-core processors and thus establish a better reference point on the computational speed vs. coding complexity trade-off frontier. While further gains and wider applicability may lie behind steep learning barrier, we argue that the future of many computations belong to parallel algorithms anyway.Graphics Processing Units, CUDA programming, Dynamic programming, Learning, Experimentation
GPGPU: Hardware/Software Co-Design for the Masses
With the recent development of high-performance graphical processing units (GPUs), capable of performing general-purpose computation (GPGPU: general-purpose computation on the GPU), a new platform is emerging. It consists of a central processing unit (CPU), which is very fast in sequential execution, and a GPU, which exhibits high degree of parallelism and thus very high performance on certain types of computations. Optimally leveraging the advantages of this platform is challenging in practice. We spotlight the analogy between GPGPU and hardware/software co-design (HSCD), a more mature design paradigm, to derive a design process for GPGPU. This process, with appropriate tool support and automation, will ease GPGPU design significantly. Identifying the challenges associated with establishing this process can serve as a roadmap for the future development of the GPGPU field
Gunrock: A High-Performance Graph Processing Library on the GPU
For large-scale graph analytics on the GPU, the irregularity of data access
and control flow, and the complexity of programming GPUs have been two
significant challenges for developing a programmable high-performance graph
library. "Gunrock", our graph-processing system designed specifically for the
GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on
operations on a vertex or edge frontier. Gunrock achieves a balance between
performance and expressiveness by coupling high performance GPU computing
primitives and optimization strategies with a high-level programming model that
allows programmers to quickly develop new graph primitives with small code size
and minimal GPU programming knowledge. We evaluate Gunrock on five key graph
primitives and show that Gunrock has on average at least an order of magnitude
speedup over Boost and PowerGraph, comparable performance to the fastest GPU
hardwired primitives, and better performance than any other GPU high-level
graph library.Comment: 14 pages, accepted by PPoPP'16 (removed the text repetition in the
previous version v5
- …