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http://bura.brunel.ac.uk/handle/2438/7962
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DC Field | Value | Language |
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dc.contributor.author | Nebrensky, JJ | - |
dc.contributor.author | Reid, ID | - |
dc.contributor.author | Hobson, PR | - |
dc.date.accessioned | 2014-01-28T09:43:48Z | - |
dc.date.available | 2014-01-28T09:43:48Z | - |
dc.date.issued | 2013 | - |
dc.identifier.citation | Journal of Physics: Conference Series, 415(1), Article 012042, 2013 | en_US |
dc.identifier.issn | 1742-6588 | - |
dc.identifier.uri | http://iopscience.iop.org/1742-6596/415/1/012042/ | en |
dc.identifier.uri | http://bura.brunel.ac.uk/handle/2438/7962 | - |
dc.description | This is the pre-print version of the final published paper that is available from the link below. | en_US |
dc.description.abstract | In-line holography has recently made the transition from silver-halide based recording media, with laser reconstruction, to recording with large-area pixel detectors and computer-based reconstruction. This form of holographic imaging is an established technique for the study of fine particulates, such as cloud or fuel droplets, marine plankton and alluvial sediments, and enables a true 3D object field to be recorded at high resolution over a considerable depth. The move to digital holography promises rapid, if not instantaneous, feedback as it avoids the need for the time-consuming chemical development of plates or film film and a dedicated replay system, but with the growing use of video-rate holographic recording, and the desire to reconstruct fully every frame, the computational challenge becomes considerable. To replay a digital hologram a 2D FFT must be calculated for every depth slice desired in the replayed image volume. A typical hologram of ~100 μm particles over a depth of a few hundred millimetres will require O(10^3) 2D FFT operations to be performed on a hologram of typically a few million pixels. In this paper we discuss the technical challenges in converting our existing reconstruction code to make efficient use of NVIDIA CUDA-based GPU cards and show how near real-time video slice reconstruction can be obtained with holograms as large as 4096 by 4096 pixels. Our performance to date for a number of different NVIDIA GPU running under both Linux and Microsoft Windows is presented. The recent availability of GPU on portable computers is discussed and a new code for interactive replay of digital holograms is presented. | en_US |
dc.language | English | - |
dc.language.iso | en | en_US |
dc.publisher | Institute of Physics | en_US |
dc.title | Challenges in using GPUs for the real-time reconstruction of digital hologram images | en_US |
dc.type | Article | en_US |
dc.identifier.doi | http://dx.doi.org/10.1088/1742-6596/415/1/012042 | - |
pubs.organisational-data | /Brunel | - |
pubs.organisational-data | /Brunel/Brunel Active Staff | - |
pubs.organisational-data | /Brunel/Brunel Active Staff/School of Engineering & Design | - |
pubs.organisational-data | /Brunel/Brunel Active Staff/School of Engineering & Design/Electronic and Computer Engineering | - |
Appears in Collections: | Electronic and Electrical Engineering Dept of Electronic and Electrical Engineering Research Papers |
Files in This Item:
File | Description | Size | Format | |
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FullText.pdf | 1.06 MB | Adobe PDF | View/Open |
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