4388
Jens Kruger, Jens Schneider, Rudiger Westermann
Volume rendered imagery often includes a barrage of 3D information like shape, appearance and topology of complex structures, and it thus quickly overwhelms the user. In particular, when focusing on a specific region a user cannot observe the relationship between various structures unless he has a mental picture of the entire data. In this paper […]
Liang Wang, Miao Liao, Minglun Gong, Ruigang Yang, David Nister
We present a stereo algorithm that achieves high quality results while maintaining real-time performance. The key idea is simple: we introduce an adaptive aggregation step in a dynamic-programming (DP) stereo framework. The per-pixel matching cost is aggregated in the vertical direction only. Compared to traditional DP, our approach reduces the typical “streaking” artifacts without the […]
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Ruigang Yang, Liang Wang, Greg Welch, Marc Pollefeys
Depth from stereo has traditionally been, and continues to be one of the most actively researched topics in computer vision. Recent development in this area has significantly advanced the state of the art in terms of quality. However, in terms of speed, these best stereo algorithms typically take from several seconds to several minutes to […]
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Marc Daumas, Guillaume Da Graca, David Defour
Les unites graphiques (Graphic Processing Units-GPU) sont desormais des processeurs puissants et flexibles. Les dernieres generations de GPU contiennent des unites programmables de traitement des sommets (vertex shader) et des pixels (pixel shader) supportant des operations en virgule flottante sur 8, 16 ou 32 bits. La representation flottante sur 32 bits correspond a la simple […]
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David Tarditi, Sidd Puri, Jose Oglesby
GPUs are difficult to program for general-purpose uses. Programmers can either learn graphics APIs and convert their applications to use graphics pipeline operations or they can use stream programming abstractions of GPUs. We describe Accelerator, a system that uses data parallelism to program GPUs for general-purpose uses instead. Programmers use a conventional imperative programming language […]
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Markus Hadwiger, Andrea Kratz, Christian Sigg, Katja Bühler
Deep shadow maps unify the computation of volumetric and geometric shadows. For each pixel in the shadow map, a fractional visibility function is sampled, pre-filtered, and compressed as a piecewise linear function. However, the original implementation targets software-based off-line rendering. Similar previous algorithms on GPUs focus on geometric shadows and lose many important benefits of […]
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