Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/7962
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dc.contributor.authorNebrensky, JJ-
dc.contributor.authorReid, ID-
dc.contributor.authorHobson, PR-
dc.date.accessioned2014-01-28T09:43:48Z-
dc.date.available2014-01-28T09:43:48Z-
dc.date.issued2013-
dc.identifier.citationJournal of Physics: Conference Series, 415(1), Article 012042, 2013en_US
dc.identifier.issn1742-6588-
dc.identifier.urihttp://iopscience.iop.org/1742-6596/415/1/012042/en
dc.identifier.urihttp://bura.brunel.ac.uk/handle/2438/7962-
dc.descriptionThis is the pre-print version of the final published paper that is available from the link below.en_US
dc.description.abstractIn-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.languageEnglish-
dc.language.isoenen_US
dc.publisherInstitute of Physicsen_US
dc.titleChallenges in using GPUs for the real-time reconstruction of digital hologram imagesen_US
dc.typeArticleen_US
dc.identifier.doihttp://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 Computer Engineering
Dept of Electronic and Electrical Engineering Research Papers

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