1. If the back-projection and the forward-projection operator are executed within separated kernels, therefore non-provided cache coherency of texture is not a problem.
2. The algorithm with a slower convergence can actually be computed much faster, with usage of the acceleration.
3. CUDA 1.1 the time consuming texture update operator dominates the overall reconstruction time. This can be dramatically relieved using 3-D texture arrays as introduced in CUDA 2.0.
4. ML-convex has a slower convergence than SART.
本文探讨了在CUDA环境中纹理更新操作对总体重构时间的影响,并介绍了如何通过使用3-D纹理数组来显著减轻这一负担。此外,还对比了不同算法如ML-convex与SART在收敛速度上的差异。

282

被折叠的 条评论
为什么被折叠?



