4824
Ivica Kolic, Zeljka Mihajlovic, Leo Budin
We present a real-time shadow method based on the shadow volume that exploits capabilities of the modern graphics cards. The algorithm is primarily created for casting shadows of highly concave complex objects such as trees. For those objects, silhouette calculation that is usually preformed by other shadow volume algorithms is complicated and poorly justified. Instead […]
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F. Xu, K. Mueller
The task of reconstructing an object from its projections via tomographic methods is a time-consuming process due to the vast complexity of the data. For this reason, manufacturers of equipment for computed tomography (CT), both medical and industrial, rely mostly on special ASICs to obtain the fast reconstruction times required in clinical, industrial, and security […]
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M. Nijasure, S. Pattanaik, V. Goel
We present a system based on commodity graphics hardware for computing global illumination in dynamic scenes at interactive rates. We designed a progressive global illumination algorithm specifically to take advantage of current graphics hardware features. Our algorithm simulates the transport of light in synthetic environments by following the light emitted from the light source(s) through […]
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Le-Jeng Shiue, Ian Jones, Jorg Peters
By organizing the control mesh of subdivision in texture memory so that irregularities occur strictly inside independently refinable fragment meshes, all major features of subdivision algorithms can be realized in the framework of highly parallel stream processing. Our implementation of Catmull-Clark subdivision as a GPU kernel in programmable graphics hardware can model features like semi-smooth […]
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Ruifeng Xu, Sumanta N. Pattanaik
We propose a novel Monte Carlo noise reduction operator in this article. We apply and extend the standard bilateral filtering method and build a new local adaptive noise reduction kernel. It first computes an initial estimate for the value of each pixel, and then applies bilateral filtering using this initial estimate in its range filter […]
Daniel Weiskopf, Thomas Ertl
We present an interactive visualization approach for the dense representation of unsteady 3D flow fields. The first part of this approach is a GPU-based 3D texture advection scheme that allows a slice of the 3D visual representation to be updated in a single rendering pass. In the second step, the result of the advection process […]
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Daniel Weiskopf, Tobias Schafhitzel, Thomas Ertl
In this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transfer back to main memory. The rendering process consists of the following parts: ray setup according to the camera parameters, ray integration, ray-object intersection, and local illumination. Bent rays are approximated by polygonal lines that are represented […]
Radomir Mech, Przemyslaw Prusinkiewicz
The introduction of floating-point pixel shaders has initiated a trend of moving algorithms from CPUs to graphics cards. The first algorithms were in the rendering domain, but recently we have witnessed increased interest in modeling algorithms as well. In this paper we present techniques for generating subdivision curves on a modern Graphics Processing Unit (GPU). […]
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Jens Schneider, Rudiger Westermann
A survey of graphics developers on the issue of texture mapping hardware for volume rendering would most likely find that the vast majority of them view limited texture memory as one of the most serious drawbacks of an otherwise fine technology. In this paper, we propose a compression scheme for static and time-varying volumetric data […]
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Karl E. Hillesland, Sergey Molinov, Radek Grzeszczuk
Graphics hardware is undergoing a change from fixed-function pipelines to more programmable organizations that resemble general purpose stream processors. In this paper, we show that certain general algorithms, not normally associated with computer graphics, can be mapped to such designs. Specifically, we cast nonlinear optimization as a data streaming process that is well matched to […]
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J. Kruger, R. Westermann
Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has […]
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