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Physical Sciences and Mathematics Commons

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Master's Theses

Computer Sciences

GPU

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Full-Text Articles in Physical Sciences and Mathematics

Out-Of-Core Gpu Path Tracing On Large Instanced Scenes Via Geometry Streaming, Jeremy Berchtold Jun 2022

Out-Of-Core Gpu Path Tracing On Large Instanced Scenes Via Geometry Streaming, Jeremy Berchtold

Master's Theses

We present a technique for out-of-core GPU path tracing of arbitrarily large scenes that is compatible with hardware-accelerated ray-tracing. Our technique improves upon previous works by subdividing the scene spatially into streamable chunks that are loaded using a priority system that maximizes ray throughput and minimizes GPU memory usage. This allows for arbitrarily large scaling of scene complexity. Our system required under 19 minutes to render a solid color version of Disney's Moana Island scene (39.3 million instances, 261.1 million unique quads, and 82.4 billion instanced quads at a resolution of 1024x429 and 1024spp on an RTX 5000 (24GB memory …


Millipyde: A Cross-Platform Python Framework For Transparent Gpu Acceleration, James B. Asbury Dec 2021

Millipyde: A Cross-Platform Python Framework For Transparent Gpu Acceleration, James B. Asbury

Master's Theses

The prevalence of general-purpose GPU computing continues to grow and tackle a wider variety of problems that benefit from GPU-acceleration. This acceleration often suffers from a high barrier to entry, however, due to the complexity of software tools that closely map to the underlying GPU hardware, the fast-changing landscape of GPU environments, and the fragmentation of tools and languages that only support specific platforms. Because of this, new solutions will continue to be needed to make GPGPU acceleration more accessible to the developers that can benefit from it. AMD’s new cross-platform development ecosystem ROCm provides promise for developing applications and …


Physics Engine On The Gpu With Opengl Compute Shaders, Quan Huy Minh Bui Mar 2021

Physics Engine On The Gpu With Opengl Compute Shaders, Quan Huy Minh Bui

Master's Theses

Any kind of graphics simulation can be thought of like a fancy flipbook. This notion is, of course, nothing new. For instance, in a game, the central computing unit (CPU) needs to process frame by frame, figuring out what is happening, and then finally issues draw calls to the graphics processing unit (GPU) to render the frame and display it onto the monitor. Traditionally, the CPU has to process a lot of things: from the creation of the window environment for the processed frames to be displayed, handling game logic, processing artificial intelligence (AI) for non-player characters (NPC), to the …


Gpuhelib And Distributedhelib: Distributed Computing Variants Of Helib, A Homomorphic Encryption Library, Ethan Andrew Frame Jun 2015

Gpuhelib And Distributedhelib: Distributed Computing Variants Of Helib, A Homomorphic Encryption Library, Ethan Andrew Frame

Master's Theses

Homomorphic Encryption, an encryption scheme only developed in the last five years, allows for arbitrary operations to be performed on encrypted data. Using this scheme, a user can encrypt data, and send it to an online service. The online service can then perform an operation on the data and generate an encrypted result. This encrypted result is then sent back to the user, who decrypts it. This decryption produces the same data as if the operation performed by the online service had been performed on the unencrypted data. This is revolutionary because it allows for users to rely on online …