Efficient histogram generation using scattering on GPUs

65Citations
Citations of this article
72Readers
Mendeley users who have this article in their library.
Get full text

Abstract

We present an efficient algorithm to compute image histograms entirely on the GPU. Unlike previous implementations that use a gather approach, we take advantage of scattering data through the vertex shader and of high-precision blending available on modern GPUs. This results in fewer operations executed per pixel and speeds up the computation. Our approach allows us to create histograms with arbitrary numbers of buckets in a single rendering pass, and avoids the need for any communication from the GPU back to the CPU: The histogram stays in GPU memory and is immediately available for further processing. We discuss solutions to dealing with the challenges of implementing our algorithm on GPUs that have limited computational and storage precision. Finally, we provide examples of the kinds of graphics algorithms that benefit from the high performance of our histogram generation approach. Copyright © 2007 by the Association for Computing Machinery, Inc.

Cite

CITATION STYLE

APA

Scheuermann, T., & Hensley, J. (2007). Efficient histogram generation using scattering on GPUs. In Proceedings - I3D 2007, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (pp. 33–37). https://doi.org/10.1145/1230100.1230105

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free