Abstract: To accelerate the solution for large scale traveling
salesman problems (TSP), a parallel 2-opt local search algorithm
with simple implementation based on Graphics Processing Unit
(GPU) is presented and tested in this paper. The parallel scheme is
based on technique of data decomposition by dynamically assigning
multiple K processors on the integral tour to treat K edges’ 2-opt
local optimization simultaneously on independent sub-tours, where
K can be user-defined or have a function relationship with input size
N. We implement this algorithm with doubly linked list on GPU.
The implementation only requires O(N) memory. We compare this
parallel 2-opt local optimization against sequential exhaustive 2-opt
search along integral tour on TSP instances from TSPLIB with more
than 10000 cities.
Abstract: We present an approach to triangle mesh simplification
designed to be executed on the GPU. We use a quadric error metric
to calculate an error value for each vertex of the mesh and order all
vertices based on this value. This step is followed by the parallel
removal of a number of vertices with the lowest calculated error
values. To allow for the parallel removal of multiple vertices we use
a set of per-vertex boundaries that prevent mesh foldovers even when
simplification operations are performed on neighbouring vertices. We
execute multiple iterations of the calculation of the vertex errors,
ordering of the error values and removal of vertices until either a
desired number of vertices remains in the mesh or a minimum error
value is reached. This parallel approach is used to speed up the
simplification process while maintaining mesh topology and avoiding
foldovers at every step of the simplification.
Abstract: Medical image is an integral part of e-health care and e-diagnosis system. Medical image watermarking is widely used to protect patients’ information from malicious alteration and manipulation. The watermarked medical images are transmitted over the internet among patients, primary and referred physicians. The images are highly prone to corruption in the wireless transmission medium due to various noises, deflection, and refractions. Distortion in the received images leads to faulty watermark detection and inappropriate disease diagnosis. To address the issue, this paper utilizes error correction code (ECC) with (8, 4) Hamming code in an existing watermarking system. In addition, we implement the high complex ECC on a graphics processing units (GPU) to accelerate and support real-time requirement. Experimental results show that GPU achieves considerable speedup over the sequential CPU implementation, while maintaining 100% ECC efficiency.
Abstract: Super-resolution is nowadays used for a high-resolution
image produced from several low-resolution noisy frames. In
this work, we consider the problem of high-quality interpolation of a
single noise-free image. Such images may come from different sources,
i.e., they may be frames of videos, individual pictures, etc. On
the other hand, in the encoder we apply a downsampling via
bidimen-sional interpolation of each frame, and in the decoder we
apply a upsampling by which we restore the original size of the
image. If the compression ratio is very high, then we use a
convolutive mask that restores the edges, eliminating the blur.
Finally, both, the encoder and the complete decoder are implemented
on General-Purpose computation on Graphics Processing Units
(GPGPU) cards. In fact, the mentioned mask is coded inside texture
memory of a GPGPU.
Abstract: In this work, we developed the concept of
supercompression, i.e., compression above the compression standard
used. In this context, both compression rates are multiplied. In fact,
supercompression is based on super-resolution. That is to say,
supercompression is a data compression technique that superpose
spatial image compression on top of bit-per-pixel compression to
achieve very high compression ratios. If the compression ratio is very
high, then we use a convolutive mask inside decoder that restores the
edges, eliminating the blur. Finally, both, the encoder and the
complete decoder are implemented on General-Purpose computation
on Graphics Processing Units (GPGPU) cards. Specifically, the
mentio-ned mask is coded inside texture memory of a GPGPU.
Abstract: Previous the 3D model texture generation from multi-view images and mapping algorithms has issues in the texture chart generation which are the self-intersection and the concentration of the texture in texture space. Also we may suffer from some problems due to the occluded areas, such as inside parts of thighs. In this paper we propose a texture mapping technique for 3D models using multi-view images on the GPU. We do texture mapping directly on the GPU fragment shader per pixel without generation of the texture map. And we solve for the occluded area using the 3D model depth information. Our method needs more calculation on the GPU than previous works, but it has shown real-time performance and previously mentioned problems do not occur.
Abstract: We present a method for fast volume rendering using
graphics hardware (GPU). To our knowledge, it is the first implementation
on the GPU. Based on the Shear-Warp algorithm, our
GPU-based method provides real-time frame rates and outperforms
the CPU-based implementation. When the number of slices is not
sufficient, we add in-between slices computed by interpolation. This
improves then the quality of the rendered images. We have also
implemented the ray marching algorithm on the GPU. The results
generated by the three algorithms (CPU-based and GPU-based Shear-
Warp, GPU-based Ray Marching) for two test models has proved that
the ray marching algorithm outperforms the shear-warp methods in
terms of speed up and image quality.