Approximate nearest neighbors: towards removing the curse of dimensionality
STOC '98 Proceedings of the thirtieth annual ACM symposium on Theory of computing
An optimal algorithm for approximate nearest neighbor searching fixed dimensions
Journal of the ACM (JACM)
Data structures and algorithms for nearest neighbor search in general metric spaces
SODA '93 Proceedings of the fourth annual ACM-SIAM Symposium on Discrete algorithms
VLDB '98 Proceedings of the 24rd International Conference on Very Large Data Bases
Similarity Search in High Dimensions via Hashing
VLDB '99 Proceedings of the 25th International Conference on Very Large Data Bases
Texture Synthesis by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Locality-sensitive hashing scheme based on p-stable distributions
SCG '04 Proceedings of the twentieth annual symposium on Computational geometry
Near-Optimal Hashing Algorithms for Approximate Nearest Neighbor in High Dimensions
FOCS '06 Proceedings of the 47th Annual IEEE Symposium on Foundations of Computer Science
Multi-probe LSH: efficient indexing for high-dimensional similarity search
VLDB '07 Proceedings of the 33rd international conference on Very large data bases
What Is a Good Nearest Neighbors Algorithm for Finding Similar Patches in Images?
ECCV '08 Proceedings of the 10th European Conference on Computer Vision: Part II
Accelerating space variant Gaussian filtering on graphics processing unit
EUROCAST'07 Proceedings of the 11th international conference on Computer aided systems theory
MOLAP cube based on parallel scan algorithm
ADBIS'11 Proceedings of the 15th international conference on Advances in databases and information systems
Enhanced Texture-Based Terrain Synthesis on Graphics Hardware
Computer Graphics Forum
Parallel multi-dimensional range query processing with R-trees on GPU
Journal of Parallel and Distributed Computing
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Many image processing algorithms rely on nearest neighbor (NN) or on the k nearest neighbor (kNN) search problem. Several methods have been proposed to reduce the computation time, for instance using space partitionning. However, these methods are very slow in high dimensional space. In this paper, we propose a fast implementation of the brute-force algorithm using GPU (Graphics Processing Units) programming. We show that our implementation is up to 150 times faster than the classical approaches on synthetic data, and up to 75 times faster on real image processing algorithms (finding similar patches in images and texture synthesis).