Abstract
Driven by the need for interactive entertainment, modern PCs are equipped with specialized graphics processors (GPUs) for creation and display of images. These GPUs have become increasingly programmable, to the point that they now are capable of efficiently executing a significant number of computational kernels from non-graphical applications. In this introductory paper we first present a high-level overview of modern graphics hardware’s architecture, then introduce several applications in scientific computing that can be efficiently accelerated by GPUs. Finally we list programming tools available for application development on GPUs.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Segal, M., Akeley, K.: The OpenGL Graphics System: A Specification, Version 1.3 (2001), http://www.opengl.org
Akeley, K.: Reality Engine Graphics. In: Proceedings of SIGGRAPH (1993)
NVIDIA Corporation: GeForce FX (2003), http://www.nvidia.com/page/fxdesktop.html
ATI Technologies Inc.: ATI Radeon 9800 (2003), http://www.ati.com/products/radeon9800
Lindholm, E., Kilgard, M., Moreton, H.: A User Programmable Vertex Engine. In: Proceedings of SIGGRAPH, pp. 149–158 (2001)
Harris, M.: Real-Time Cloud Simulation and Rendering. PhD thesis, Department of Computer Science, University of North Carolina at Chapel Hill (2003)
Yang, R., Welch, G.: Fast Image Segmentation and Smoothing Using Commodity Graphics Hardware. Journal of Graphics Tools, special issue on Hardware- Accelerated Rendering Techniques 7, 91–100 (2003)
Yang, R., Pollefeys, M.: Multi-Resolution Real-Time Stereo on Commodity Graphics Hardware. In: Proceedings of Conference on Computer Vision and Pattern Recognition (CVPR), pp. 211–218 (2003)
Holzschuch, N., Alonso, L.: Using graphics hardware to speed-up visibility queries. Journal of Graphics Tools 5, 33–47 (2000)
Keyser III, K.E.H., Lin, J., Manocha, M.C., Culver, D.: Fast Computation of Generalized Voronoi Diagrams Using Graphics Hardware. In: Proceeding of SIGGRAPH 1999, pp. 277–286 (1999)
III, Kernal, E.H., Zaferakis, A., Lin, M.C., Manocha, D.: Fast and simple 2d geometric proximity queries using graphics hardware. In: 2001 ACM Symposium on Interactive 3D Graphics. (2001) 145–148 ISBN 1-58113-292-1.
Lok, B.: Online Model Reconstruction for Interactive Virtual Environments. In: Proceedings 2001 Symposium on Interactive 3D Graphics, Chapel Hill, North Carolina, pp. 69–72 (2001)
Larsen, E.S., McAllister, D.K.: Fast Matrix Multiplies using Graphics Hardware. In: Proceeding of Super Computer 2001 (2001)
Morávanszky, Á.: Dense Matrix Algebra on the GPU. In: Shaderx2: Shader Programming Tips & Tricks With Directx 9. Wordware (2003)
Bolz, J., Farmer, I., Grinspun, E., Schrder, P.: Sparse Matrix Solvers on the GPU: Conjugate Gradients and Multigrid. ACM Transactions on Graphics (SIGGRAPH 2003) 22 (2003)
Krger, J., Westermann, R.: Linear Algebra Operators for GPU Implementation of Numerical Algorithms. ACM Transactions on Graphics (SIGGRAPH 2003) 22 (2003)
Moreland, K., Angel, E.: The FFT on a GPU. In: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2003 Proceedings, pp. 112–119 (2003)
Strzodka, R., Rumpf, M.: Level set segmentation in graphics hardware. In: Proceedings of the International Conference on Image Processing (2001)
Lefohn, A.E., Kniss, J., Hansen, C., Whitaker, R.T.: Interactive Deformation and Visualization of Level Set Surfaces Using Graphics Hardware. In: Proceedings of IEEE Visualization (2003)
Harris, M., Baxter, W., Scheuermann, T., Lastra, A.: Simulation of Cloud Dynamics on Graphics Hardware. In: Proceedings of Graphics Hardware, pp. 92–101 (2002)
Kim, T., Lin, M.: Visual Simulation of Ice Crystal Growth. In: Proceedings of ACM SIGGRAPH / Eurographics Symposium on Computer Animation 2003, pp. 92–101 (2003)
Tomov, S., McGuigan, M., Bennett, R., Smith, G., Spiletic, J.: Benchmarking and Implementation of Probability-Based Simulations on Programmable Graphics Cards. Computers & Graphics (2004)
Microsoft: DirectX (2003), http://www.microsoft.com/windows/directx
NVIDIA: Cg: C for Graphics (2002), http://www.cgshaders.org/
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2004 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Yang, R. (2004). Scientific Computing on Commodity Graphics Hardware. In: Zhang, J., He, JH., Fu, Y. (eds) Computational and Information Science. CIS 2004. Lecture Notes in Computer Science, vol 3314. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30497-5_169
Download citation
DOI: https://doi.org/10.1007/978-3-540-30497-5_169
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-24127-0
Online ISBN: 978-3-540-30497-5
eBook Packages: Computer ScienceComputer Science (R0)