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Eric Wait, Mark Winter, Chris Bjornsson, Erzsebet Kokovay, Yue Wang, Susan Goderie, Sally Temple, Andrew Cohen
RESULTS: We present an application that enables the quantitative analysis of multichannel 5-D (x, y, z, t, channel) and large montage confocal fluorescence microscopy images. The image sequences show stem cells together with blood vessels, enabling quantification of the dynamic behaviors of stem cells in relation to their vascular niche, with applications in developmental and […]
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Tobias Brix, Jorg-Stefan Prassni, Klaus Hinrichs
BACKGROUND: Visualization of multi-channel microscopy data plays a vital role in biological research. With the ever-increasing resolution of modern microscopes the data set size of the scanned specimen grows steadily. On commodity hardware this size easily exceeds the available main memory and the even more limited GPU memory. Common volume rendering techniques require the entire […]
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Si Wen
Paper marbling is the art of creating intricate designs on an aqueous surface. We present an interactive digital marbling system by simulating fluid dynamics on the GPU using precomputed solutions to the Navier-Stokes equations. Experimental results have shown that our approach is not only significantly faster, but also sufficiently accurate compared to existing approaches.
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M. Zhou
Ray tracing is an important and widely used tool in computer graphic. Entertainment and game industry have already bene t a lot from ray tracing. However, designers and end-users are forced to use off-line ray tracing tools for a long time due to the high computation load. In ray tracing, most of the computation is concentrated […]
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Dmitry Trifonov
A system for live high quality surface reconstruction using a single moving depth camera on a commodity hardware is presented. High accuracy and real-time frame rate is achieved by utilizing graphics hardware computing capabilities via OpenCL and by using sparse data structure for volumetric surface representation. Depth sensor pose is estimated by combining serial texture […]
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Jian Song, Yatao Bian, Junchi Yan, Xu Zhao, Yuncai Liu
In this paper, we present an approach to reconstruct 3-D human motion from multi-cameras and track human skeleton using the reconstructed human 3-D point (voxel) cloud. We use an improved and more robust algorithm, probabilistic shape from silhouette to reconstruct human voxel. In addition, the annealed particle filter is applied for tracking, where the measurement […]
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Xiang Ying, Shi-Qing Xin, Ying He
In many graphics applications, the computation of exact geodesic distance is very important. However, the high computational cost of the existing geodesic algorithms means that they are not practical for large-scale models or time-critical applications. To tackle this challenge, we propose the parallel Chen-Han (or PCH) algorithm, which extends the classic Chen-Han (CH) discrete geodesic […]
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Stanley Tzeng, John D. Owens
We present a convex hull algorithm that is accelerated on commodity graphics hardware. We analyze and identify the hurdles of writing a recursive divide and conquer algorithm on the GPU and divise a framework for representing this class of problems. Our framework transforms the recursive splitting step into a permutation step that is well-suited for […]
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Sandipan Dey, Ajith Abraham, Sugata Sanyal
Many times we need to plot 3-D functions e.g., in many scientificc experiments. To plot this 3-D functions on 2-D screen it requires some kind of mapping. Though OpenGL, DirectX etc 3-D rendering libraries have made this job very simple, still these libraries come with many complex pre- operations that are simply not intended, also […]
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Jiri Stastny, David Prochazka, Tomas Koubek, Jaromir Landa
The first part of the article describes our approach for solution of this problem by means of Augmented Reality. The merging of the real world model and digital objects allows streamline the work with the model and speed up the whole production phase significantly. The main advantage of augmented reality is the possibility of direct […]
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Cass Everitt, Mark J. Kilgard
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil buffer-based shadow volume algorithm. Unfortunately hardware-accelerated stenciled shadow volume techniques have not been widely adopted by 3D games and applications due in large part to the lack of robustness of described […]
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Tamas Szalay, Volker Springel, Gerard Lemson
Despite the recent advances in graphics hardware capabilities, a brute force approach is incapable of interactively displaying terabytes of data. We have implemented a system that uses hierarchical level-of-detailing for the results of cosmological simulations, in order to display visually accurate results without loading in the full dataset (containing over 10 billion points). The guiding […]
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Registered users can now run their OpenCL application at hgpu.org. We provide 1 minute of computer time per each run on two nodes with two AMD and one nVidia graphics processing units, correspondingly. There are no restrictions on the number of starts.

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