Related papers: VQhull: a Fast Planar Quickhull
We present a novel GPU-accelerated implementation of the QuickHull algorihtm for calculating convex hulls of planar point sets. We also describe a practical solution to demonstrate how to efficiently implement a typical Divide-and-Conquer…
The convex hull is a fundamental geometrical structure for many applications where groups of points must be enclosed or represented by a convex polygon. Although efficient sequential convex hull algorithms exist, and are constantly being…
We present a convex hull algorithm that is accelerated on commodity graphics hardware. We analyze and identify the hurdles of writing a recursive divide and conquer algorithm on the GPU and divise a framework for representing this class of…
The Convex Hull algorithm is one of the most important algorithms in computational geometry, with many applications such as in computer graphics, robotics, and data mining. Despite the advances in the new algorithms in this area, it is…
In recent years, applications such as real-time simulations, autonomous systems, and video games increasingly demand the processing of complex geometric models under stringent time constraints. Traditional geometric algorithms, including…
This paper presents a fast implementation of the Graham scan on the GPU. The proposed algorithm is composed of two stages: (1) two rounds of preprocessing performed on the GPU and (2) the finalization of finding the convex hull on the CPU.…
This paper presents a practical GPU-accelerated convex hull algorithm and a novel Sorting-based Preprocessing Approach (SPA) for planar point sets. The proposed algorithm consists of two stages: (1) two rounds of preprocessing performed on…
Quickhull is an algorithm for computing the convex hull of points in a plane that performs well in practice, but has poor complexity on adversarial input. In this paper we show the same holds for the numerical stability of Quickhull.
An effective strategy for accelerating the calculation of convex hulls for point sets is to filter the input points by discarding interior points. In this paper, we present such a straightforward and efficient preprocessing approach by…
We describe a pure divide-and-conquer parallel algorithm for computing 3D convex hulls. We implement that algorithm on GPU hardware, and find a significant speedup over comparable CPU implementations.
In this paper we analyze, evaluate, and improve the performance of training generalized linear models on modern CPUs. We start with a state-of-the-art asynchronous parallel training algorithm, identify system-level performance bottlenecks,…
Recent works showed that implementations of Quicksort using vector CPU instructions can outperform the non-vectorized algorithms in widespread use. However, these implementations are typically single-threaded, implemented for a particular…
This paper evaluates several improvements to the memory layout of convex hulls to improve computation times for support point queries. The support point query is a fundamental part of common collision algorithms, and the work presented…
Bloom filters are a fundamental data structure for approximate membership queries, with applications ranging from data analytics to databases and genomics. Several variants have been proposed to accommodate parallel architectures. GPUs,…
Kernel machines often yield superior predictive performance on various tasks; however, they suffer from severe computational challenges. In this paper, we show how to overcome the important challenge of speeding up kernel machines. In…
The convex hull describes the extent or shape of a set of data and is used ubiquitously in computational geometry. Common algorithms to construct the convex hull on a finite set of n points (x,y) range from O(nlogn) time to O(n) time.…
QMCPACK has enabled cutting-edge materials research on supercomputers for over a decade. It scales nearly ideally but has low single-node efficiency due to the physics-based abstractions using array-of-structures objects, causing…
Real-time trajectory optimization for nonlinear constrained autonomous systems is critical and typically performed by CPU-based sequential solvers. Specifically, reliance on global sparse linear algebra or the serial nature of dynamic…
Large language models (LLMs) are increasingly deployed on edge devices. To meet strict resource constraints, real-world deployment has pushed LLM quantization from 8-bit to 4-bit, 2-bit, and now 1.58-bit. Combined with lookup table…
This article introduces a highly parallel algorithm for molecular dynamics simulations with short-range forces on single node multi- and many-core systems. The algorithm is designed to achieve high parallel speedups for strongly…