基于计算统一设备架构的纹理合成

Zhifeng Zhang, Wei Wang, Wenbiao Jin
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引用次数: 1

摘要

纹理合成在制作计算机生成的动画中是很重要的。为了解决传统串行点匹配纹理合成算法效率不高的问题,提出了一种基于CUDA(计算统一设备架构)的并行纹理合成方法。通过合理安排CPU和GPU之间的数据传输,利用GPU进行繁琐耗时的计算,可以大大提高纹理合成的效率。在两个不同级别Nvidia显卡的系统上对并行算法进行了测试,实验结果表明,GPU并行算法的加速比高达160。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Texture Synthesis Based on Compute Unified Device Architecture
Texture synthesis is important in producing computer-generated animation. In order to tackle the issue of poor efficiency of traditional serial point matching texture synthesis algorithm, we propose a parallel approach based on CUDA (Compute Unified Device Architecture) for texture synthesis. By reasonably arranging data transfer between CPU and GPU, and using GPU to do tedious and time-consuming computing, we are able to greatly improve the efficiency of texture synthesis. Testing the parallel algorithm on two systems with different level of Nvidia Graphics Cards, the experiment results indicate that the GPU parallel algorithm achieves a speed-up ratio up to 160.
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