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  1. Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware (GH '07)
  2. Scan primitives for GPU computing
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Stochastic rasterization using time-continuous triangles
Tight frame normal map compression
A hardware redundancy and recovery mechanism for reliable scientific computation on graphics processors
A hardware-aware debugger for the OpenGL shading language
Practical logarithmic rasterization for low-error shadow maps
Exact and error-bounded approximate color buffer compression and decompression
A real-time FPGA-based architecture for a Reinhard-like tone mapping operator
Programmable shaders for deformation rendering
Accelerating real-time shading with reverse reprojection caching
ETC2: texture compression using invalid combinations
A low-power handheld GPU using logarithmic arithmetic and triple DVFS power domains
Scan primitives for GPU computing

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Scan primitives for GPU computing

Content Provider ACM Digital Library
Author Zhang, Yao Harris, Mark Owens, John D. Sengupta, Shubhabrata
Abstract The scan primitives are powerful, general-purpose data-parallel primitives that are building blocks for a broad range of applications. We describe GPU implementations of these primitives, specifically an efficient formulation and implementation of segmented scan, on NVIDIA GPUs using the CUDA API. Using the scan primitives, we show novel GPU implementations of quicksort and sparse matrix-vector multiply, and analyze the performance of the scan primitives, several sort algorithms that use the scan primitives, and a graphical shallow-water fluid simulation using the scan framework for a tridiagonal matrix solver.
Starting Page 97
Ending Page 106
Page Count 10
ISBN 9781595936257
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2007-08-04
Publisher Place Goslar
Access Restriction Subscribed
Content Type Text
Resource Type Article
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