38 resultados para NVIDIA


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Genetic Programming (GP) is a widely used methodology for solving various computational problems. GP's problem solving ability is usually hindered by its long execution times. In this thesis, GP is applied toward real-time computer vision. In particular, object classification and tracking using a parallel GP system is discussed. First, a study of suitable GP languages for object classification is presented. Two main GP approaches for visual pattern classification, namely the block-classifiers and the pixel-classifiers, were studied. Results showed that the pixel-classifiers generally performed better. Using these results, a suitable language was selected for the real-time implementation. Synthetic video data was used in the experiments. The goal of the experiments was to evolve a unique classifier for each texture pattern that existed in the video. The experiments revealed that the system was capable of correctly tracking the textures in the video. The performance of the system was on-par with real-time requirements.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The aim of my thesis is to parallelize the Weighting Histogram Analysis Method (WHAM), which is a popular algorithm used to calculate the Free Energy of a molucular system in Molecular Dynamics simulations. WHAM works in post processing in cooperation with another algorithm called Umbrella Sampling. Umbrella Sampling has the purpose to add a biasing in the potential energy of the system in order to force the system to sample a specific region in the configurational space. Several N independent simulations are performed in order to sample all the region of interest. Subsequently, the WHAM algorithm is used to estimate the original system energy starting from the N atomic trajectories. The parallelization of WHAM has been performed through CUDA, a language that allows to work in GPUs of NVIDIA graphic cards, which have a parallel achitecture. The parallel implementation may sensibly speed up the WHAM execution compared to previous serial CPU imlementations. However, the WHAM CPU code presents some temporal criticalities to very high numbers of interactions. The algorithm has been written in C++ and executed in UNIX systems provided with NVIDIA graphic cards. The results were satisfying obtaining an increase of performances when the model was executed on graphics cards with compute capability greater. Nonetheless, the GPUs used to test the algorithm is quite old and not designated for scientific calculations. It is likely that a further performance increase will be obtained if the algorithm would be executed in clusters of GPU at high level of computational efficiency. The thesis is organized in the following way: I will first describe the mathematical formulation of Umbrella Sampling and WHAM algorithm with their apllications in the study of ionic channels and in Molecular Docking (Chapter 1); then, I will present the CUDA architectures used to implement the model (Chapter 2); and finally, the results obtained on model systems will be presented (Chapter 3).

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Eschewing costly high-tech approaches, this paper looks at the experience of using low-tech approaches to game design assignments as problem based learning and assessment tool over a number of years in undergraduate teaching. General game design concepts are discussed, along with learning outcomes and assessment rubrics in line with Blooms Taxonomy based on evidence from students who had no prior experience of serious game play or design. Approaches to creating game design based assessments are offered.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Graphics processors were originally developed for rendering graphics but have recently evolved towards being an architecture for general-purpose computations. They are also expected to become important parts of embedded systems hardware -- not just for graphics. However, this necessitates the development of appropriate timing analysis techniques which would be required because techniques developed for CPU scheduling are not applicable. The reason is that we are not interested in how long it takes for any given GPU thread to complete, but rather how long it takes for all of them to complete. We therefore develop a simple method for finding an upper bound on the makespan of a group of GPU threads executing the same program and competing for the resources of a single streaming multiprocessor (whose architecture is based on NVIDIA Fermi, with some simplifying assunptions). We then build upon this method to formulate the derivation of the exact worst-case makespan (and corresponding schedule) as an optimization problem. Addressing the issue of tractability, we also present a technique for efficiently computing a safe estimate of the worstcase makespan with minimal pessimism, which may be used when finding an exact value would take too long.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Graphics processor units (GPUs) today can be used for computations that go beyond graphics and such use can attain a performance that is orders of magnitude greater than a normal processor. The software executing on a graphics processor is composed of a set of (often thousands of) threads which operate on different parts of the data and thereby jointly compute a result which is delivered to another thread executing on the main processor. Hence the response time of a thread executing on the main processor is dependent on the finishing time of the execution of threads executing on the GPU. Therefore, we present a simple method for calculating an upper bound on the finishing time of threads executing on a GPU, in particular NVIDIA Fermi. Developing such a method is nontrivial because threads executing on a GPU share hardware resources at very fine granularity.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Dissertação de Mestrado em Engenharia Informática

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Dissertação de Mestrado em Engenharia Informática

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper presents a new parallel implementation of a previously hyperspectral coded aperture (HYCA) algorithm for compressive sensing on graphics processing units (GPUs). HYCA method combines the ideas of spectral unmixing and compressive sensing exploiting the high spatial correlation that can be observed in the data and the generally low number of endmembers needed in order to explain the data. The proposed implementation exploits the GPU architecture at low level, thus taking full advantage of the computational power of GPUs using shared memory and coalesced accesses to memory. The proposed algorithm is evaluated not only in terms of reconstruction error but also in terms of computational performance using two different GPU architectures by NVIDIA: GeForce GTX 590 and GeForce GTX TITAN. Experimental results using real data reveals signficant speedups up with regards to serial implementation.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Remote hyperspectral sensors collect large amounts of data per flight usually with low spatial resolution. It is known that the bandwidth connection between the satellite/airborne platform and the ground station is reduced, thus a compression onboard method is desirable to reduce the amount of data to be transmitted. This paper presents a parallel implementation of an compressive sensing method, called parallel hyperspectral coded aperture (P-HYCA), for graphics processing units (GPU) using the compute unified device architecture (CUDA). This method takes into account two main properties of hyperspectral dataset, namely the high correlation existing among the spectral bands and the generally low number of endmembers needed to explain the data, which largely reduces the number of measurements necessary to correctly reconstruct the original data. Experimental results conducted using synthetic and real hyperspectral datasets on two different GPU architectures by NVIDIA: GeForce GTX 590 and GeForce GTX TITAN, reveal that the use of GPUs can provide real-time compressive sensing performance. The achieved speedup is up to 20 times when compared with the processing time of HYCA running on one core of the Intel i7-2600 CPU (3.4GHz), with 16 Gbyte memory.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The application of compressive sensing (CS) to hyperspectral images is an active area of research over the past few years, both in terms of the hardware and the signal processing algorithms. However, CS algorithms can be computationally very expensive due to the extremely large volumes of data collected by imaging spectrometers, a fact that compromises their use in applications under real-time constraints. This paper proposes four efficient implementations of hyperspectral coded aperture (HYCA) for CS, two of them termed P-HYCA and P-HYCA-FAST and two additional implementations for its constrained version (CHYCA), termed P-CHYCA and P-CHYCA-FAST on commodity graphics processing units (GPUs). HYCA algorithm exploits the high correlation existing among the spectral bands of the hyperspectral data sets and the generally low number of endmembers needed to explain the data, which largely reduces the number of measurements necessary to correctly reconstruct the original data. The proposed P-HYCA and P-CHYCA implementations have been developed using the compute unified device architecture (CUDA) and the cuFFT library. Moreover, this library has been replaced by a fast iterative method in the P-HYCA-FAST and P-CHYCA-FAST implementations that leads to very significant speedup factors in order to achieve real-time requirements. The proposed algorithms are evaluated not only in terms of reconstruction error for different compressions ratios but also in terms of computational performance using two different GPU architectures by NVIDIA: 1) GeForce GTX 590; and 2) GeForce GTX TITAN. Experiments are conducted using both simulated and real data revealing considerable acceleration factors and obtaining good results in the task of compressing remotely sensed hyperspectral data sets.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Mestrado em Engenharia Electrotécnica e de Computadores - Ramo de Sistemas Autónomos

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Dissertação para obtenção do Grau de Mestre em Engenharia Biomédica

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Dissertação para obtenção do Grau de Mestre em Engenharia Biomédica

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Dissertação para obtenção do Grau de Mestre em Engenharia Informática

Relevância:

10.00% 10.00%

Publicador:

Resumo:

En este proyecto se muestran las posibilidades de la visión estéreo para la visualización en monitores tanto de objetos simples como de grandes escenarios, así como su aplicación en juegos o en otros ámbitos como el cine, la geología e incluso la medicina. Para el desarrollo se ha usado una tarjeta con soporte 3d como la Nvidia 7600GT y una pantalla con una tasa de frecuencia alta como una ACER 19 pulgadas a 100Hz. Los resultados sobre la visualización han sido extraídos de las opiniones de un grupo de 20 personas, de diversas profesiones, no relacionadas con los gráficos por ordenador.