10,995 research outputs found
Adaptive Mesh Fluid Simulations on GPU
We describe an implementation of compressible inviscid fluid solvers with
block-structured adaptive mesh refinement on Graphics Processing Units using
NVIDIA's CUDA. We show that a class of high resolution shock capturing schemes
can be mapped naturally on this architecture. Using the method of lines
approach with the second order total variation diminishing Runge-Kutta time
integration scheme, piecewise linear reconstruction, and a Harten-Lax-van Leer
Riemann solver, we achieve an overall speedup of approximately 10 times faster
execution on one graphics card as compared to a single core on the host
computer. We attain this speedup in uniform grid runs as well as in problems
with deep AMR hierarchies. Our framework can readily be applied to more general
systems of conservation laws and extended to higher order shock capturing
schemes. This is shown directly by an implementation of a magneto-hydrodynamic
solver and comparing its performance to the pure hydrodynamic case. Finally, we
also combined our CUDA parallel scheme with MPI to make the code run on GPU
clusters. Close to ideal speedup is observed on up to four GPUs.Comment: Submitted to New Astronom
Surface Reconstruction from Scattered Point via RBF Interpolation on GPU
In this paper we describe a parallel implicit method based on radial basis
functions (RBF) for surface reconstruction. The applicability of RBF methods is
hindered by its computational demand, that requires the solution of linear
systems of size equal to the number of data points. Our reconstruction
implementation relies on parallel scientific libraries and is supported for
massively multi-core architectures, namely Graphic Processor Units (GPUs). The
performance of the proposed method in terms of accuracy of the reconstruction
and computing time shows that the RBF interpolant can be very effective for
such problem.Comment: arXiv admin note: text overlap with arXiv:0909.5413 by other author
Semantic multimedia remote display for mobile thin clients
Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE
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