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Kenichi Hagihara

Researcher at Osaka University

Publications -  133
Citations -  1593

Kenichi Hagihara is an academic researcher from Osaka University. The author has contributed to research in topics: Graphics processing unit & CUDA. The author has an hindex of 19, co-authored 133 publications receiving 1529 citations.

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Proceedings ArticleDOI

A comparison among grid scheduling algorithms for independent coarse-grained tasks

TL;DR: It turns out that RR is next to the best of algorithms that need the prediction information on processor speeds and task lengths though RR does not require such information.
Proceedings ArticleDOI

LogGPS: a parallel computational model for synchronization analysis

TL;DR: The results indicate that the LogGPS model is more accurate than the LogGP model, and analyzing synchronization costs is important when improving parallel program performance.
Proceedings ArticleDOI

Near-optimal dynamic task scheduling of independent coarse-grained tasks onto a computational grid

TL;DR: A novel criterion of a schedule is proposed that implies a nontrivial result that the computing power consumed by a parameter sweep application can be limited in such a case within (1+m(loge(m-1)+1)/n) times that required by an optimal schedule, regardless how the speed of each processor varies over time.
Journal ArticleDOI

A data distributed parallel algorithm for nonrigid image registration

TL;DR: A data distributed parallel algorithm that is capable of aligning large-scale three-dimensional images of deformable objects and requires less amount of memory resources, so that aligns datasets up to 1024x1024x590 voxel images with reducing the execution time from hours to minutes, a clinically compatible time.
Journal ArticleDOI

High-performance cone beam reconstruction using CUDA compatible GPUs

TL;DR: An acceleration method for cone beam reconstruction using CUDA compatible GPUs that accelerates the Feldkamp, Davis, and Kress (FDK) algorithm using three techniques: off-chip memory access reduction for saving the memory bandwidth; loop unrolling for hiding the memory latency; and multithreading for exploiting multiple GPUs.