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Posts

Aug, 11

Predictive Lazy Amplification: Synthesis and Rendering of Massive Procedural Scenes in Real Time

In this paper we propose a new paradigm for procedural modeling that enables the real time visualization of massive procedural scenes. For this, we use a combination of memory and task management with two well known procedural modeling paradigms: data amplification and lazy evaluation. Experimental results show that, in addition to obtaining performance gains through […]
Aug, 11

INSPIRE: an interactive image assisted non-photorealistic rendering system

We present a GPU supported interactive non-photorealistic rendering system, INSPIRE, which performs feature extraction in both image space, on intermediately rendered images, and object space, on models of various representations, e.g., point, polygon, or hybrid models, without needing connectivity information. INSPIRE obtains interactive NPR rendering with most styles of existing NPR systems, but offers more […]
Aug, 11

Hardware-based nonlinear filtering and segmentation using high-level shading languages

Non-linear filtering is an important task for volume analysis. This paper presents hardware-based implementations of various non-linear filters for volume smoothing with edge preservation. The Cg high-level shading language is used in combination with latest PC consumer graphics hardware. Filtering is divided into pervertex and per-fragment stages. In both stages we propose techniques to increase […]
Aug, 11

Rain Scene Animation through Particle Systems and Surface Flow Simulation by SPH

Realistic rain scenes animation is a complex task due to both the rendering and fluid dynamics simulation issues. The associated phenomena, like rain strokes rendering, splashing of raindrops and the simulation of the generated surface flow are known difficulties in this area. This paper describes a computational framework to incorporate these elements in a scene […]
Aug, 11

The DabR – A multitouch system for intuitive 3D scene navigation

Multi-touch capable displays are one of the central emerging technologies in Human Computer Interfaces and many commercial applications like the Apple iPhone or the Microsoft Surface already show the benefit of this interaction technique. But most of the applications are limited to 2D interaction and only little effort has been spent on intuitive 3D interaction […]
Aug, 10

GPU acceleration of matrix-based methods in computational electromagnetics (thesis)

This work considers the acceleration of matrix-based computational electromagnetic (CEM) techniques using graphics processing units (GPUs). These massively parallel processors have gained much support since late 2006, with software tools such as CUDA and OpenCL greatly simplifying the process of harnessing the computational power of these devices. As with any advances in computation, the use […]
Aug, 10

A view-dependent adaptivity metric for real time mesh tessellation

Real-time tessellation methods offer the ability to upsample 3D surface meshes on the fly during rendering. This upsampling relies on 3 major steps. First, it requires a tessellation kernel which can be implemented on GPU or may be already available as a hardware unit. Second, the surface model defines the positions of the newly inserted […]
Aug, 10

THOR: A Transparent Heterogeneous Open Resource framework

Heterogeneous computing which includes mixed architectures with multi-core CPUs as well as hardware accelerators such as GPU hardware, is needed to satisfy future computational needs and energy requirements. Cloud computing currently offers users whose computational needs vary greatly over time, a cost-effect way to gain access to resources. While the current form of cloud-based systems […]
Aug, 10

Pricing the American Option Using Reconfigurable Hardware

We present a novel reconfigurable hardware architecture for accelerating American option pricing using the binomial lattice algorithm. The architecture provides double precision floating point pricing, evaluating up to N = 64,000 time steps in the binomial lattice. Advanced memory management techniques and optimized control logic allow for 4-way parallelism on a single-asset evaluation. These techniques […]
Aug, 10

Multi-layer depth peeling via fragment sort

We present an accelerated depth peeling algorithm for order-independent transparency rendering on graphics hardware. Unlike traditional depth peeling which only peels one layer of transparent pixels per rendering pass, our algorithm peels multiple layers simultaneously per rendering pass. Our acceleration is achieved via our fragment program which sorts and writes multiple fragment colors and depths […]
Aug, 10

A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets

We present a powerful framework for 3D-texture-based rendering of multiple arbitrarily intersecting volumetric datasets. Each volume is represented by a multi-resolution octree-based structure and we use out-of-core techniques to support extremely large volumes. Users define a set of convex polyhedral volume lenses, which may be associated with one or more volumetric datasets. The volumes or […]
Aug, 10

Real-time continuum grass

Simulating grass field in real-time has many applications, such as in virtual reality and games. Modeling accurate grass-grass, grass-object and grass-wind interactions requires a high computational cost. In this paper, we present a method to simulate grass field in real-time by considering grass field as a two dimensional grid-based continuum and shifting the complex interactions […]

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