1,318 research outputs found
Techniques for the realization of ultrareliable spaceborne computers Interim scientific report
Error-free ultrareliable spaceborne computer
Advanced software techniques for space shuttle data management systems Final report
Airborne/spaceborn computer design and techniques for space shuttle data management system
Parallel implementation of a ray tracer for underwater sound waves using the cuda libraries: description and application to the simulation of underwater networks
Una delle parti più dispendiose sotto l'aspetto del tempo impiegato nella simulazione di reti subacquee è la simulazione della propagazione sonora.
Alcuni dei più noti software di settore per svolgere le simulazioni utilizzano il metodo di ray tracing.
L'elevata complessità computazionale può far si che le simulazioni necessitino di molto tempo per essere effettuate.
In questa si presenta un software in grado di velocizzare tali simulazioni.
Il programma, coadiuvato dalla potenza di calcolo offerta dall'architettura parallela CUDA, implementa un ray tracer in grado di calcolare le traiettorie in modo parallelo.
Ciò ha permesso di ottenere un simulatore con prestazioni decisamente migliori rispetto al ben noto software ad implementazione classica Bellhop.
One of the most time-consuming parts of the simulation of underwater networks is the realistic simulation of underwater sound propagation.
Some well-known software tools used for networks simulations to date employ ray tracing to simulate sound propagation.
This gives rise to high computational complexity, and may require very long time to complete a simulation.
In this thesis we present a faster tool able to simulate an underwater sound channel.
The software is based on ray tracing and is based on the CUDA architecture, the general-purpose parallel computing architecture that uses the parallel computing engine in NVIDIA GPUs to efficiently solve complex computational problems.
Following the CUDA programming model guideline, a ray tracer has been developed where the trajectory computation is performed in a CUDA-enabled parallel way, obtaining a ray tracer implementation that completes faster than the widely use single-thread Bellhop softwar
Reconfigurable G and C computer study for space station use. Volume 1 - Technical summary Final report, 29 Dec. 1969 - 31 Jan. 1971
Technical summary of reconfigurable guidance and control computer for space station application - Vol.
Functional requirements document for the Earth Observing System Data and Information System (EOSDIS) Scientific Computing Facilities (SCF) of the NASA/MSFC Earth Science and Applications Division, 1992
Five scientists at MSFC/ESAD have EOS SCF investigator status. Each SCF has unique tasks which require the establishment of a computing facility dedicated to accomplishing those tasks. A SCF Working Group was established at ESAD with the charter of defining the computing requirements of the individual SCFs and recommending options for meeting these requirements. The primary goal of the working group was to determine which computing needs can be satisfied using either shared resources or separate but compatible resources, and which needs require unique individual resources. The requirements investigated included CPU-intensive vector and scalar processing, visualization, data storage, connectivity, and I/O peripherals. A review of computer industry directions and a market survey of computing hardware provided information regarding important industry standards and candidate computing platforms. It was determined that the total SCF computing requirements might be most effectively met using a hierarchy consisting of shared and individual resources. This hierarchy is composed of five major system types: (1) a supercomputer class vector processor; (2) a high-end scalar multiprocessor workstation; (3) a file server; (4) a few medium- to high-end visualization workstations; and (5) several low- to medium-range personal graphics workstations. Specific recommendations for meeting the needs of each of these types are presented
Simulation of P systems with active membranes on CUDA
P systems or Membrane Systems provide a high-level computational modelling framework that
combines the structure and dynamic aspects of biological systems in a relevant and understandable way.
They are inherently parallel and non-deterministic computing devices. In this article, we discuss the
motivation, design principles and key of the implementation of a simulator for the class of recognizer P
systems with active membranes running on a (GPU). We compare our parallel simulator for GPUs to the
simulator developed for a single central processing unit (CPU), showing that GPUs are better suited than
CPUs to simulate P systems due to their highly parallel nature.Ministerio de Educación y Ciencia TIN2006-13425Junta de Andalucía P08–TIC-0420
An end-user platform for FPGA-based design and rapid prototyping of feedforward artificial neural networks with on-chip backpropagation learning
The hardware implementation of an artificial neural network (ANN) using field-programmable gate arrays (FPGAs) is a research field that has attracted much interest and attention. With the developments made, the programmer is now forced to face various challenges, such as the need to master various complex hardware-software development platforms, hardware description languages, and advanced ANN knowledge. Moreover, such an implementation is very time consuming. To address these challenges, this paper presents a novel neural design methodology using a holistic modeling approach. Based on the end-user programming concept, the presented solution empowers end users by means of abstracting the low-level hardware functionalities, streamlining the FPGA design process and supporting rapid ANN prototyping. A case study of an ANN as a pattern recognition module of an artificial olfaction system trained to identify four coffee brands is presented. The recognition rate versus training data features and data representation was analyzed extensively
Some paradigms for visualizing parallel execution of logic programs
This paper addresses the design of visual paradigms for observing the parallel execution of logic programs. First, an intuitive method is proposed for arriving at the design of a paradigm and its implementation as a tool for a given model of parallelism. This method is based on stepwise
reñnement starting from the deñnition of basic notions such as events and observables and some precedence relationships among events which hold for the given model of parallelism. The method is then applied to several types of parallel execution models for logic programs (Orparallelism, Determinate Dependent And parallelism, Restricted and-parallelism) for which visualization paradigms are designed. Finally, VisAndOr, a tool which implements all of these paradigms is presented, together with a discussion of its usefulness through examples
Streaming Spectral Processing with Consumer-level Graphics Processing Units
This paper describes the implementation of a streaming spectral
processing system for realtime audio in a consumer-level onboard
GPU (Graphics Processing Unit) attached to an off-the-shelf
laptop computer. It explores the implementation of four processes:
standard phase vocoder analysis and synthesis, additive synthesis
and the sliding phase vocoder. These were developed under the
CUDA development environment as plugins for the Csound 6 audio
programming language. Following a detailed exposition of
the GPU code, results of performance tests are discussed for each
algorithm. They demonstrate that such a system is capable of realtime
audio, even under the restrictions imposed by a limited GPU
capability
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