Demo Data from VLDB 2026 / reviewers in the wild / expert
Nikunj Raghuvanshi
dblp:15/4225
· DBLP profile ↗
21ranked-venue papers
6as first author
1since 2021 · last 2022
0000-0002-9154-5625ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 18 · 6 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-authorComputer networks · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
10 papers |
Audio and music processing · 81% Virtual and augmented reality · 5% Geometric modeling and processing · 5% | |
| Computer networks
1 paper |
Internet of things and sensor networks · 77% Wireless sensing and localization · 23% |
Topics — the 14 heaviest of 21, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Audio and music processing › acoustic simulation
sound propagation |
2.2 | 8 | 2020 | Directional sources and listeners in interactive sound propagation using reciprocal wave field coding · ACM Trans. Graph. 2020 Adaptive Sampling for Sound Propagation · IEEE Trans. Vis. Comput. Graph. 2019 Acoustic texture rendering for extended sources in complex scenes · ACM Trans. Graph. 2019 |
Audio and music processing
acoustic rendering |
1.0 | 4 | 2018 | Ambient sound propagation · ACM Trans. Graph. 2018 Parametric directional coding for precomputed sound propagation · ACM Trans. Graph. 2018 Parametric wave field coding for precomputed sound propagation · ACM Trans. Graph. 2014 |
Audio and music processing
spatial audio |
0.7 | 2 | 2019 | Acoustic texture rendering for extended sources in complex scenes · ACM Trans. Graph. 2019 Ambient sound propagation · ACM Trans. Graph. 2018 |
Audio and music processing
sound synthesis |
0.6 | 2 | 2019 | Acoustic texture rendering for extended sources in complex scenes · ACM Trans. Graph. 2019 Aerophones in flatland: interactive wave simulation of wind instruments · ACM Trans. Graph. 2015 |
Geometric modeling and processing › discrete geometry › discrete differential geometry
geodesic interpolation |
0.4 | 1 | 2019 | Adaptive Sampling for Sound Propagation · IEEE Trans. Vis. Comput. Graph. 2019 |
Audio and music processing › sound synthesis
granular synthesis |
0.4 | 1 | 2019 | Acoustic texture rendering for extended sources in complex scenes · ACM Trans. Graph. 2019 |
Virtual and augmented reality
immersive audio |
0.3 | 3 | 2020 | Directional sources and listeners in interactive sound propagation using reciprocal wave field coding · ACM Trans. Graph. 2020 Acoustic texture rendering for extended sources in complex scenes · ACM Trans. Graph. 2019 Ambient sound propagation · ACM Trans. Graph. 2018 |
Rendering
physically based rendering |
0.3 | 1 | 2018 | Ambient sound propagation · ACM Trans. Graph. 2018 |
Audio and music processing › sound synthesis
physical modeling synthesis |
0.2 | 1 | 2015 | Aerophones in flatland: interactive wave simulation of wind instruments · ACM Trans. Graph. 2015 |
Wireless sensing and localization
mmwave sensing |
0.2 | 1 | 2022 | MiLTOn: Sensing Product Integrity without Opening the Box using Non-Invasive Acoustic Vibrometry · IPSN 2022 |
Audio and music processing › spatial audio
binaural reproduction |
0.1 | 1 | 2010 | Precomputed wave simulation for real-time sound propagation of dynamic sources in complex scenes · ACM Trans. Graph. 2010 |
Audio and music processing
acoustic simulation |
0.1 | 1 | 2009 | Efficient and Accurate Sound Propagation Using Adaptive Rectangular Decomposition · IEEE Trans. Vis. Comput. Graph. 2009 |
Data stream processing
stream mining |
0.1 | 1 | 2005 | Fast and Approximate Stream Mining of Quantiles and Frequencies Using Graphics Processors · SIGMOD Conference 2005 |
Rendering
GPU rendering |
0.0 | 1 | 2009 | Efficient and Accurate Sound Propagation Using Adaptive Rectangular Decomposition · IEEE Trans. Vis. Comput. Graph. 2009 |
Methods — techniques the papers use, named apart from their topics
wave simulation · 1.1signature extraction · 0.6mmwave sensing · 0.6acoustic vibrometry · 0.6reciprocal wave field coding · 0.4bidirectional impulse response encoding · 0.4stochastic path tracing · 0.4radial weight interpolation · 0.4local diameter measure · 0.4granular synthesis · 0.4signal processing · 0.3parametric encoding · 0.3binaural rendering · 0.3self-localization · 0.2projector-depth camera units · 0.2auto-calibration · 0.2sorting · 0.1histogram approximation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | MiLTOn: Sensing Product Integrity without Opening the Box using Non-Invasive Acoustic VibrometryabstractThis paper asks: “Can we detect whether a fragile product, made of porcelain or glass is damaged as it travels along the supply chain, without opening its packaging?” We ask this question in the context of the multi-billion dollar global supply chain industry of fragile products that experience large overheads due to product returns. This paper presents MiLTOn, a novel acoustic and mm-wave based solution for through-box non-invasive product integrity sensing that is sensitive to even minute sub-mm cracks in the object. MiLTOn is inspired by acoustic vibrometry used for instance to monitor cracks in railroads. Unlike traditional vibrometry, MiL-TOn is unique in its ability to sense products non-invasively using an external transducer and microphone, neither of which are in direct physical contact of the object within the box. MiLTOn pro-cesses measurements from the microphone to design a robust and environment-independent product signature that can be used to sense presence of product defects. Our extensive evaluation on a large number of fragile products of diverse materials demonstrates 97% accuracy in identifying product damage. Akshay Gadre, Deepak Vasisht, Nikunj Raghuvanshi, Bodhi Priyantha, Manikanta Kotaru, Swarun Kumar, Ranveer Chandra |
IPSN | 3 |
| 2020 | Fast Acoustic Scattering Using Convolutional Neural NetworksabstractDiffracted scattering and occlusion are important acoustic effects in interactive auralization and noise control applications, typically requiring expensive numerical simulation. We propose training a convolutional neural network to map from a convex scatterer's cross-section to a 2D slice of the resulting spatial loudness distribution. We show that employing a full-resolution residual network for the resulting image-to-image regression problem yields spatially detailed loudness fields with a root-mean-squared error of less than 1 dB, at over 100x speedup compared to full wave simulation. Ziqi Fan, Vibhav Vineet, Hannes Gamper, Nikunj Raghuvanshi |
ICASSP | 4 |
| 2020 | Interactive sound propagation for dynamic scenes using 2D wave simulationabstractAbstract We present a technique to model wave‐based sound propagation to complement visual animation in fully dynamic scenes. We employ 2D wave simulation that captures geometry‐based diffraction effects such as obstruction, reverberation, and directivity of perceptually‐salient initial sound at the source and listener. We show real‐time performance on a single CPU core on modestly‐sized scenes that are nevertheless topologically complex. Our key ideas are to exploit reciprocity and use a perceptual encoding and rendering framework. These allow the use of low‐frequency finite‐difference simulations on static scene snapshots. Our results show plausible audio variation that remains robust to motion and geometry changes. We suggest that wave solvers can be a practical approach to real‐time dynamic acoustics. We share the complete C++ code of our “Planeverb” system. Matthew Rosen, Keith W. Godin, Nikunj Raghuvanshi |
Comput. Graph. Forum | 3 |
| 2020 | Directional sources and listeners in interactive sound propagation using reciprocal wave field codingabstractCommon acoustic sources, like voices or musical instruments, exhibit strong frequency and directional dependence. When transported through complex environments, their anisotropic radiated field undergoes scattering, diffraction, and occlusion before reaching a directionally-sensitive listener. We present the first wave-based interactive auralization system that encodes and renders a complete reciprocal description of acoustic wave fields in general scenes. Our method renders directional effects at freely moving and rotating sources and listeners and supports any tabulated source directivity function and head-related transfer function. We represent a static scene's global acoustic transfer as an 11-dimensional bidirectional impulse response (BIR) field, which we extract from a set of wave simulations. We parametrically encode the BIR as a pair of radiating and arriving directions for the perceptually-salient initial ( direct ) response, and a compact 6 × 6 reflections transfer matrix capturing indirect energy transfer with scene-dependent anisotropy. We render our encoded data with an efficient and scalable algorithm - integrated in the Unreal Engine ™ - whose CPU performance is agnostic to scene complexity and angular source/listener resolutions. We demonstrate convincing effects that depend on detailed scene geometry, for a variety of environments and source types. Chakravarty R. Alla Chaitanya, Nikunj Raghuvanshi, Keith W. Godin, Zechen Zhang 0001, Derek Nowrouzezahrai, John M. Snyder |
ACM Trans. Graph. | 2 |
| 2019 | Blind Room Volume Estimation from Single-channel Noisy SpeechabstractRecent work on acoustic parameter estimation indicates that geometric room volume can be useful for modeling the character of an acoustic environment. However, estimating volume from audio signals remains a challenging problem. Here we propose using a convolutional neural network model to estimate the room volume blindly from reverberant single-channel speech signals in the presence of noise. The model is shown to produce estimates within approximately a factor of two to the true value, for rooms ranging in size from small offices to large concert halls. Andrea F. Genovese, Hannes Gamper, Ville Pulkki, Nikunj Raghuvanshi, Ivan Tashev |
ICASSP | 4 |
| 2019 | Improving Binaural Ambisonics Decoding by Spherical Harmonics Domain Tapering and Coloration CompensationabstractA powerful and flexible approach to record or encode a spatial sound scene is through spherical harmonics (SHs), or Ambisonics. An SH-encoded scene can be rendered binaurally by applying SH-encoded head-related transfer functions (HRTFs). Limitations of the recording equipment or computational constraints dictate the spatial reproduction accuracy, thus rendering might suffer from spatial degradation as well as coloration. This paper studies the effect of tapering the SH representation of a binaurally rendered sound field in conjunction with its spectral equalization. The proposed approach is shown to reduce coloration and thus improves perceived audio quality. Christoph Hold, Hannes Gamper, Ville Pulkki, Nikunj Raghuvanshi, Ivan Tashev |
ICASSP | 4 |
| 2019 | A Sparsity Measure for Echo Density Growth in General EnvironmentsabstractWe study the detailed temporal evolution of echo density in impulse responses for applications in acoustic analysis and rendering on general environments. For this purpose, we propose a smooth sorted density measure that yields an intuitive trend of echo density growth with time. This is fitted with a general power-law model motivated from theoretical considerations. We validate the framework against theory on simple room geometries and present experiments on measured and numerically simulated impulse responses in complex scenes. Our results show that the growth power of echo density is a promising statistical parameter that shows noticeable, consistent differences between indoor and outdoor responses, meriting further study. Helena Peic Tukuljac, Ville Pulkki, Hannes Gamper, Keith W. Godin, Ivan Tashev, Nikunj Raghuvanshi |
ICASSP | 6 |
| 2019 | Acoustic texture rendering for extended sources in complex scenesabstractExtended stochastic sources, like falling rain or a flowing waterway, provide an immersive ambience in virtual environments. In complex scenes, the rendered sound should vary naturally with listener position, differing not only in overall loudness but also in texture, to capture the indistinct murmur of a faraway brook versus the bright babbling of one up close. Modeling an ambient sound as a collection of random events such as individual raindrop impacts or water bubble oscillations, this variation can be seen as a change in the statistical distribution of events heard by the listener: the arrival rate of nearby, louder events relative to more distant or occluded, quieter ones. Reverberation and edge diffraction from scene geometry multiply and mix events more extensively compared to an empty scene and introduce salient spatial variation in texture. We formalize the notion of acoustic texture by introducing the event loudness density (ELD), which relates the rapidity of received events to their loudness. To model spatial variation in texture, the ELD is made a function of listener location in the scene. We show that this ELD field can be extracted from a single wave simulation for each extended source and rendered flexibly using a granular synthesis pipeline, with grains derived procedurally or from recordings. Our system yields believable, realtime changes in acoustic texture as the listener moves, driven by sound propagation in the scene. Zechen Zhang 0001, Nikunj Raghuvanshi, John M. Snyder, Steve Marschner |
ACM Trans. Graph. | 2 |
| 2019 | Adaptive Sampling for Sound PropagationabstractPrecomputed sound propagation samples acoustics at discrete scene probe positions to support dynamic listener locations. An offline 3D numerical simulation is performed at each probe and the resulting field is encoded for runtime rendering with dynamic sources. Prior work place probes on a uniform grid, requiring high density to resolve narrow spaces. Our adaptive sampling approach varies probe density based on a novel "local diameter" measure of the space surrounding a given point, evaluated by stochastically tracing paths in the scene. We apply this measure to layout probes so as to smoothly adapt resolution and eliminate undersampling in corners, narrow corridors and stairways, while coarsening appropriately in more open areas. Coupled with a new runtime interpolator based on radial weights over geodesic paths, we achieve smooth acoustic effects that respect scene boundaries as both the source or listener move, unlike existing visibility-based solutions. We consistently demonstrate quality improvement over prior work at fixed cost. Chakravarty R. Alla Chaitanya, John M. Snyder, Keith W. Godin, Derek Nowrouzezahrai, Nikunj Raghuvanshi |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2018 | Parametric directional coding for precomputed sound propagationabstractConvincing audio for games and virtual reality requires modeling directional propagation effects. The initial sound's arrival direction is particularly salient and derives from multiply-diffracted paths in complex scenes. When source and listener straddle occluders, the initial sound and multiply-scattered reverberation stream through gaps and portals, helping the listener navigate. Geometry near the source and/or listener reveals its presence through anisotropic reflections. We propose the first precomputed wave technique to capture such directional effects in general scenes comprising millions of polygons. These effects are formally represented with the 9D directional response function of 3D source and listener location, time, and direction at the listener, making memory use the major concern. We propose a novel parametric encoder that compresses this function within a budget of ~100MB for large scenes, while capturing many salient acoustic effects indoors and outdoors. The encoder is complemented with a lightweight signal processing algorithm whose filtering cost is largely insensitive to the number of sound sources, resulting in an immediately practical system. Nikunj Raghuvanshi, John M. Snyder |
ACM Trans. Graph. | 1 |
| 2018 | Ambient sound propagationabstractAmbient sounds arise from a massive superposition of chaotic events distributed over a large area or volume, such as waves breaking on a beach or rain hitting the ground. The directionality and loudness of these sounds as they propagate in complex 3D scenes vary with listener location, providing cues that distinguish indoors from outdoors and reveal portals and occluders. We show that ambient sources can be approximated using an ideal notion of spatio-temporal incoherence and develop a lightweight technique to capture their global propagation effects. Our approach precomputes a single FDTD simulation using a sustained source signal whose phase is randomized over frequency and source extent. It then extracts a spherical harmonic encoding of the resulting steady-state distribution of power over direction and position in the scene using an efficient flux density formulation. The resulting parameter fields are smooth and compressible, requiring only a few MB of memory per extended source. We also present a fast binaural rendering technique that exploits phase incoherence to reduce filtering cost. Zechen Zhang 0001, Nikunj Raghuvanshi, John M. Snyder, Steve Marschner |
ACM Trans. Graph. | 2 |
| 2015 | Aerophones in flatland: interactive wave simulation of wind instrumentsabstractWe present the first real-time technique to synthesize full-bandwidth sounds for 2D virtual wind instruments. A novel interactive wave solver is proposed that synthesizes audio at 128,000Hz on commodity graphics cards. Simulating the wave equation captures the resonant and radiative properties of the instrument body automatically. We show that a variety of existing non-linear excitation mechanisms such as reed or lips can be successfully coupled to the instrument's 2D wave field. Virtual musical performances can be created by mapping user inputs to control geometric features of the instrument body, such as tone holes, and modifying parameters of the excitation model, such as blowing pressure. Field visualizations are also produced. Our technique promotes experimentation by providing instant audio-visual feedback from interactive virtual designs. To allow artifact-free audio despite dynamic geometric modification, we present a novel time-varying Perfectly Matched Layer formulation that yields smooth, natural-sounding transitions between notes. We find that visco-thermal wall losses are crucial for musical sound in 2D simulations and propose a practical approximation. Weak non-linearity at high amplitudes is incorporated to improve the sound quality of brass instruments. Andrew Allen, Nikunj Raghuvanshi |
ACM Trans. Graph. | 2 |
| 2014 | RoomAlive: magical experiences enabled by scalable, adaptive projector-camera unitsabstractRoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience. Our system enables new interactive projection mapping experiences that dynamically adapts content to any room. Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment. The basic building blocks of RoomAlive are projector-depth camera units, which can be combined through a scalable, distributed framework. The projector-depth camera units are individually auto-calibrating, self-localizing, and create a unified model of the room with no user intervention. We investigate the design space of gaming experiences that are possible with RoomAlive and explore methods for dynamically mapping content based on room layout and user position. Finally we showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room. Brett R. Jones, Rajinder Sodhi, Michael Murdock, Ravish Mehra, Hrvoje Benko, Andrew D. Wilson, Eyal Ofek, Blair MacIntyre, Nikunj Raghuvanshi, Lior Shapira |
UIST | 9 |
| 2014 | Parametric wave field coding for precomputed sound propagationabstractThe acoustic wave field in a complex scene is a chaotic 7D function of time and the positions of source and listener, making it difficult to compress and interpolate. This hampers precomputed approaches which tabulate impulse responses (IRs) to allow immersive, real-time sound propagation in static scenes. We code the field of time-varying IRs in terms of a few perceptual parameters derived from the IR's energy decay. The resulting parameter fields are spatially smooth and compressed using a lossless scheme similar to PNG. We show that this encoding removes two of the seven dimensions, making it possible to handle large scenes such as entire game maps within 100MB of memory. Run-time decoding is fast, taking 100 μ s per source. We introduce an efficient and scalable method for convolutionally rendering acoustic parameters that generates artifact-free audio even for fast motion and sudden changes in reverberance. We demonstrate convincing spatially-varying effects in complex scenes including occlusion/obstruction and reverberation, in our system integrated with Unreal Engine 3 ™ . Nikunj Raghuvanshi, John M. Snyder |
ACM Trans. Graph. | 1 |
| 2013 | Wave-based sound propagation in large open scenes using an equivalent source formulationabstractWe present a novel approach for wave-based sound propagation suitable for large, open spaces spanning hundreds of meters, with a small memory footprint. The scene is decomposed into disjoint rigid objects. The free-field acoustic behavior of each object is captured by a compact per-object transfer function relating the amplitudes of a set of incoming equivalent sources to outgoing equivalent sources. Pairwise acoustic interactions between objects are computed analytically to yield compact inter-object transfer functions. The global sound field accounting for all orders of interaction is computed using these transfer functions. The runtime system uses fast summation over the outgoing equivalent source amplitudes for all objects to auralize the sound field for a moving listener in real time. We demonstrate realistic acoustic effects such as diffraction, low-passed sound behind obstructions, focusing, scattering, high-order reflections, and echoes on a variety of scenes. Ravish Mehra, Nikunj Raghuvanshi, Lakulish Antani, Anish Chandak, Sean Curtis, Dinesh Manocha |
ACM Trans. Graph. | 2 |
| 2011 | Sound synthesis for impact sounds in video gamesabstractWe present an interactive system for synthesizing high quality, physically based audio on current video game consoles. From a recorded impact sound, we compute a modal model, which we use to synthesize variations of the sound on the fly. We show that for many sounds greater quality is obtained by using the amplitude envelopes of the extracted modes directly rather than fitting the envelopes to the standard exponential decay model. When combined with a residual, the synthesized sounds in most cases are indistinguishable from recorded clips. Compared to using multiple prerecorded clips to obtain variation, our system consumes less of the limited console memory. For sounds that are less amenable to modal synthesis, we introduce a simple filter that generates plausible variations from a single clip. Our system integrates easily with existing audio middleware and have been implemented in the Xbox360 game Crackdown II. Brandon Lloyd, Nikunj Raghuvanshi, Naga K. Govindaraju |
SI3D | 2 |
| 2010 | Precomputed wave simulation for real-time sound propagation of dynamic sources in complex scenesabstractWe present a method for real-time sound propagation that captures all wave effects, including diffraction and reverberation, for multiple moving sources and a moving listener in a complex, static 3D scene. It performs an offline numerical simulation over the scene and then applies a novel technique to extract and compactly encode the perceptually salient information in the resulting acoustic responses. Each response is automatically broken into two phases: early reflections (ER) and late reverberation (LR), via a threshold on the temporal density of arriving wavefronts. The LR is simulated and stored in the frequency domain, once per room in the scene. The ER accounts for more detailed spatial variation, by recording a set of peak delays/amplitudes in the time domain and a residual frequency response sampled in octave frequency bands, at each source/receiver point pair in a 5D grid. An efficient run-time uses this precomputed representation to perform binaural sound rendering based on frequency-domain convolution. Our system demonstrates realistic, wave-based acoustic effects in real time, including diffraction low-passing behind obstructions, sound focusing, hollow reverberation in empty rooms, sound diffusion in fully-furnished rooms, and realistic late reverberation. Nikunj Raghuvanshi, John M. Snyder, Ravish Mehra, Ming C. Lin, Naga K. Govindaraju |
ACM Trans. Graph. | 1 |
| 2009 | Efficient and Accurate Sound Propagation Using Adaptive Rectangular DecompositionabstractAccurate sound rendering can add significant realism to complement visual display in interactive applications, as well as facilitate acoustic predictions for many engineering applications, like accurate acoustic analysis for architectural design (Monks et al., 2000). Numerical simulation can provide this realism most naturally by modeling the underlying physics of wave propagation. However, wave simulation has traditionally posed a tough computational challenge. In this paper, we present a technique which relies on an adaptive rectangular decomposition of 3D scenes to enable efficient and accurate simulation of sound propagation in complex virtual environments. It exploits the known analytical solution of the wave equation in rectangular domains, and utilizes an efficient implementation of the discrete cosine transform on graphics processors (GPU) to achieve at least a 100-fold performance gain compared to a standard finite-difference time-domain (FDTD) implementation with comparable accuracy, while also being 10-fold more memory efficient. Consequently, we are able to perform accurate numerical acoustic simulation on large, complex scenes in the kilohertz range. To the best of our knowledge, it was not previously possible to perform such simulations on a desktop computer. Our work thus enables acoustic analysis on large scenes and auditory display for complex virtual environments on commodity hardware. Nikunj Raghuvanshi, Rahul Narain, Ming C. Lin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2008 | Accelerated wave-based acoustics simulationabstractWe present an efficient technique to model sound propagation accurately in an arbitrary 3D scene by numerically integrating the wave equation. We show that by performing an offline modal analysis and using eigenvalues from a refined mesh, we can simulate sound propagation with reduced dispersion on a much coarser mesh, enabling accelerated computation. Since performing a modal analysis on the complete scene is usually not feasible, we present a domain decomposition approach to drastically shorten the pre-processing time. We introduce a simple, efficient and stable technique for handling the communication between the domain partitions. We validate the accuracy of our approach against cases with known analytical solutions. With our approach, we have observed up to an order of magnitude speedup compared to a standard finite-difference technique. Nikunj Raghuvanshi, Nico Galoppo, Ming C. Lin |
Symposium on Solid and Physical Modeling | 1 |
| 2006 | Interactive sound synthesis for large scale environmentsabstractWe present an interactive approach for generating realistic physically-based sounds from rigid-body dynamic simulations. We use spring-mass systems to model each object's local deformation and vibration, which we demonstrate to be an adequate approximation for capturing physical effects such as magnitude of impact forces, location of impact, and rolling sounds. No assumption is made about the mesh connectivity or topology. Surface meshes used for rigid-body dynamic simulation are utilized for sound simulation without any modifications. We use results in auditory perception and a novel priority-based quality scaling scheme to enable the system to meet variable, stringent time constraints in a real-time application, while ensuring minimal reduction in the perceived sound quality. With this approach, we have observed up to an order of magnitude speed-up compared to an implementation without the acceleration. As a result, we are able to simulate moderately complex simulations with upto hundreds of sounding objects at over 100 frames per second (FPS), making this technique well suited for interactive applications like games and virtual environments. Furthermore, we utilize OpenAL and EAX™ on Creative Sound Blaster Audigy 2™ cards for fast hardware-accelerated propagation modeling of the synthesized sound. Nikunj Raghuvanshi, Ming C. Lin |
SI3D | 1 |
| 2005 | Fast and Approximate Stream Mining of Quantiles and Frequencies Using Graphics ProcessorsabstractWe present algorithms for fast quantile and frequency estimation in large data streams using graphics processors (GPUs). We exploit the high computation power and memory bandwidth of graphics processors and present a new sorting algorithm that performs rasterization operations on the GPUs. We use sorting as the main computational component for histogram approximation and construction of ε-approximate quantile and frequency summaries. Our algorithms for numerical statistics computation on data streams are deterministic, applicable to fixed or variable-sized sliding windows and use a limited memory footprint. We use GPU as a co-processor and minimize the data transmission between the CPU and GPU by taking into account the low bus bandwidth. We implemented our algorithms on a PC with a NVIDIA GeForce FX 6800 Ultra GPU and a 3.4 GHz Pentium IV CPU and applied them to large data streams consisting of more than 100 million values. We also compared the performance of our GPU-based algorithms with optimized implementations of prior CPU-based algorithms. Overall, our results demonstrate that the graphics processors available on a commodity computer system are efficient stream-processor and useful co-processors for mining data streams. Naga K. Govindaraju, Nikunj Raghuvanshi, Dinesh Manocha |
SIGMOD Conference | 2 |