In this work we describe a GPU implementation for an individual-based model for fish schooling. In this model each fish aligns its position and orientation with an appropriate average of its neighbors positions and orientations. This carries a very high computational cost in the so-called nearest neighbors search. By leveraging the GPU processing power and the new programming model called CUDA we implement an efficient framework which permits to simulate the collective motion of high-density individual groups. In particular we present as a case study a simulation of motion of millions of fishes. We describe our implementation and present extensive experiments which demonstrate the effectiveness of our GPU implementation.
In this paper, we show how to employ Graphics Processing Units (GPUs) to provide an effcient and highperformance solution for finding frequent items in data streams. We discuss several design alternatives and present an implementation that exploits the great capability of graphics processors in parallel sorting. We provide an exhaustive evaluation of performances, quality results and several design trade-offs. Onanoff-the-shelf GPU, the fastest of our implementations can process over 200 million items per second, which is better than the best known solution based on Field Programmable Gate Arrays (FPGAs) and CPUs. Moreover, in previous approaches, performances are directly related to the skewness of the input data distribution, while in our approach, the high throughput is independent from this factor
In this work, we present a GPU-based library, called BehaveRT, for the definition, real-time simulation, and visualization of large communities of individuals. We implemented a modular flexible and extensible architecture based on a plug-in infrastructure that enables the creation of a behavior engine system core. We used Compute Unified Device Architecture to perform parallel programming and specific memory optimization techniques to exploit the computational power of commodity graphics hardware, enabling developers to focus on the design and implementation of behavioral models. This paper illustrates the architecture of BehaveRT, the core plug-ins, and some case studies. In particular, we show two high level behavioral models, picture and shape flocking, that generate images and shapes in 3D space by coordinating the positions and color-coding of individuals. We, then, present an environment discretization case study of the interaction of a community with generic virtual scenes such as irregular terrains and buildings
In this work, we present an interactive visual clustering approach for the exploration and analysis of datasets using the computational power of Graphics Processor Units (GPUs). The visualization is based on a collective behavioral model that enables cognitive amplification of information visualization. In this way, the workload of understanding the representation of information moves from the cognitive to the perceptual system. The results enable a more intuitive, interactive approach to the discovery of knowledge. The paper illustrates this behavioral model for clustering data, and applies it to the visualization of a number of real and synthetic datasets
In this work, we present an interactive visual clustering approach for the exploration and analysis of vast volumes of data. Our proposed approach is a bio-inspired collective behavioral model to be used in a 3D graphics environment. Our paper illustrates an extension of the behavioral model for clustering and a parallel implementation, using Compute Unified Device Architecture to exploit the computational power of Graphics Processor Units (GPUs). The advantage of our approach is that, as data enters the environment, the user is directly involved in the data mining process. Our experiments illustrate the effectiveness and efficiency provided by our approach when applied to a number of real and synthetic data sets
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