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GTC ON-DEMAND

Presentation
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Abstract:
We will discuss using spiking neural networks on GPUs to train audio and vision networks with our new BICHNN architecture. Spiking neural networks are more brain-like and have richer time-domain signal processing behavior than traditional feed-forward networks, but back propagation and gradient descent don't work on spiking neural nets. We'll describe how we train our models using our Bidirectional Interleaved Hierarchical Neural Networks. We will show how we construct these spiking neural networks in our NeuroCAD visual design tool, then connect them up with parameter-driven probability maps to give us the BICHNN architecture. Then we will turn them loose and train them in real-time and demonstrate how we use genetic algorithms and massive amounts of GPU simulation time to optimize the networks to the specified task.
We will discuss using spiking neural networks on GPUs to train audio and vision networks with our new BICHNN architecture. Spiking neural networks are more brain-like and have richer time-domain signal processing behavior than traditional feed-forward networks, but back propagation and gradient descent don't work on spiking neural nets. We'll describe how we train our models using our Bidirectional Interleaved Hierarchical Neural Networks. We will show how we construct these spiking neural networks in our NeuroCAD visual design tool, then connect them up with parameter-driven probability maps to give us the BICHNN architecture. Then we will turn them loose and train them in real-time and demonstrate how we use genetic algorithms and massive amounts of GPU simulation time to optimize the networks to the specified task.  Back
 
Topics:
Advanced AI Learning Techniques, Deep Learning & AI Frameworks
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9151
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Abstract:

NURBS, or Non Uniform Rational B Splines, are a curved surface representation commonly used in computer aided design and digital content creation. This recursive representation gives a great deal of flexibility, allowing arbitrary surface order and knot vectors, enabling a single NURBS surface to contain many contiguous patches. However, this recursive representation is also expensive to compute, so a NURBS surface is often converted into multiple Bezier patches before being tessellated. In this implementation, we present an efficient method for directly tessellating NURBS surfaces using the NVIDIA CUDA computing API.

NURBS, or Non Uniform Rational B Splines, are a curved surface representation commonly used in computer aided design and digital content creation. This recursive representation gives a great deal of flexibility, allowing arbitrary surface order and knot vectors, enabling a single NURBS surface to contain many contiguous patches. However, this recursive representation is also expensive to compute, so a NURBS surface is often converted into multiple Bezier patches before being tessellated. In this implementation, we present an efficient method for directly tessellating NURBS surfaces using the NVIDIA CUDA computing API.

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Topics:
Graphics and AI
Type:
Talk
Event:
GTC Silicon Valley
Year:
2012
Session ID:
S2403
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Speakers:
Phillippe Rollin, Miguel Ortega, Brent Oster
- NVIDIA
Abstract:
Tessellation in OpenGL has some limitations that can be overcome by writing your own tessellation in CUDA--allowing for higher-order surfaces, custom UV coordinate determination, and advanced features such as trimming curves. This part of the session will cover how to set up tessellation of simple cubic Bezier patches in CUDA, including how to generate UV coordinates and compute tessellated vertices and triangles in parallel. It will also explore advanced tessellation using other basis functions, higher-order curves, and trimming curves.
Tessellation in OpenGL has some limitations that can be overcome by writing your own tessellation in CUDA--allowing for higher-order surfaces, custom UV coordinate determination, and advanced features such as trimming curves. This part of the session will cover how to set up tessellation of simple cubic Bezier patches in CUDA, including how to generate UV coordinates and compute tessellated vertices and triangles in parallel. It will also explore advanced tessellation using other basis functions, higher-order curves, and trimming curves.  Back
 
Topics:
Tools & Libraries
Type:
Talk
Event:
SIGGRAPH
Year:
2011
Session ID:
SIG1115
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