Processing Unit

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Robert Wang - One of the best experts on this subject based on the ideXlab platform.

Tomoyoshi Ito - One of the best experts on this subject based on the ideXlab platform.

  • fast high resolution computer generated hologram computation using multiple graphics Processing Unit cluster system
    Applied Optics, 2012
    Co-Authors: Naoki Takada, Atsushi Shiraki, Nobuyuki Masuda, Tomoyoshi Shimobaba, Hirotaka Nakayama, Naohisa Okada, Minoru Oikawa, Tomoyoshi Ito
    Abstract:

    To overcome the computational complexity of a computer-generated hologram (CGH), we implement an optimized CGH computation in our multi-graphics Processing Unit cluster system. Our system can calculate a CGH of 6,400×3,072 pixels from a three-dimensional (3D) object composed of 2,048 points in 55 ms. Furthermore, in the case of a 3D object composed of 4096 points, our system is 553 times faster than a conventional central Processing Unit (using eight threads).

  • Simplified electroholographic color reconstruction system using graphics Processing Unit and liquid crystal display projector.
    Optics express, 2009
    Co-Authors: Atsushi Shiraki, Naoki Takada, Yasuyuki Ichihashi, Nobuyuki Masuda, Masashi Niwa, Tomoyoshi Shimobaba, Tomoyoshi Ito
    Abstract:

    We have constructed a simple color electroholography system that has excellent cost performance. It uses a graphics Processing Unit (GPU) and a liquid crystal display (LCD) projector. The structure of the GPU is suitable for calculating computer-generated holograms (CGHs). The calculation speed of the GPU is approximately 1,500 times faster than that of a central Processing Unit. The LCD projector is an inexpensive, high-performance device for displaying CGHs. It has high-definition LCD panels for red, green and blue. Thus, it can be easily used for color electroholography. For a three-dimensional object consisting of 1,000 points, our system succeeded in real-time color holographic reconstruction at rate of 30 frames per second.

  • Real-time digital holographic microscopy using the graphic Processing Unit
    Optics Express, 2008
    Co-Authors: Tomoyoshi Shimobaba, Yoshikuni Sato, Junya Miura, Mai Takenouchi, Tomoyoshi Ito
    Abstract:

    Digital holographic microscopy (DHM) is a well-known powerful method allowing both the amplitude and phase of a specimen to be simultaneously observed. In order to obtain a reconstructed image from a hologram, numerous calculations for the Fresnel diffraction are required. The Fresnel diffraction can be accelerated by the FFT (Fast Fourier Transform) algorithm. However, real-time reconstruction from a hologram is difficult even if we use a recent central Processing Unit (CPU) to calculate the Fresnel diffraction by the FFT algorithm. In this paper, we describe a real-time DHM system using a graphic Processing Unit (GPU) with many stream processors, which allows use as a highly parallel processor. The computational speed of the Fresnel diffraction using the GPU is faster than that of recent CPUs. The real-time DHM system can obtain reconstructed images from holograms whose size is 512 x 512 grids in 24 frames per second.

  • computer generated holography using a graphics Processing Unit
    Optics Express, 2006
    Co-Authors: Nobuyuki Masuda, Atsushi Shiraki, Tomoyoshi Ito, Takashi Tanaka, Takashige Sugie
    Abstract:

    We have applied the graphics Processing Unit (GPU) to computer generated holograms (CGH) to overcome the high computational cost of CGH and have compared the speed of a GPU implementation to a standard CPU implementation. The calculation speed of a GPU (GeForce 6600, nVIDIA) was found to be about 47 times faster than that of a personal computer with a Pentium 4 processor. Our system can realize real-time reconstruction of a 64-point 3-D object at video rate using a liquid-crystal display of resolution 800×600.

Byeong-seok Shin - One of the best experts on this subject based on the ideXlab platform.

  • ICEC - Programmable vertex Processing Unit for mobile game development
    Lecture Notes in Computer Science, 2006
    Co-Authors: Kyoungsu Oh, Byeong-seok Shin
    Abstract:

    Programmable vertex Processing Unit increases flexibility and enables customizations of transformation and lighting in the graphics pipeline. Because most embedded systems such as mobile phones and PDA's have only the fixed-function pipeline, various special effects essential in development of realistic 3D games are not provided. We designed and implemented a programmable vertex Processing Unit for mobile devices based on the OpenGL ES 2.0 specification. It can be used as a development platform for 3D mobile games. Also, assembly instruction set and encoding scheme are examples of standard interface to high-level shading languages.

Christoph Leussler - One of the best experts on this subject based on the ideXlab platform.

Yunkai Deng - One of the best experts on this subject based on the ideXlab platform.