Stefan Kranich
We examine an algorithm for the visualization of domain-coloured Riemann surfaces of plane algebraic curves. The approach faithfully reproduces the topology of the surface and also preserves some of its geometry. We discuss how the algorithm can be implemented efficiently in OpenGL with geometry shaders, and (less efficiently) even in WebGL with multiple render targets […]
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Maarten H. Everts, Henk Bekker, Jos B.T.M. Roerdink, Tobias Isenberg
We present a flexible illustrative line style model for the visualization of streamline data. Our model partitions view-oriented line strips into parallel bands whose basic visual properties can be controlled independently. We thus extend previous line stylization techniques specifically for visualization purposes by allowing the parametrization of these bands based on the local line data […]
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B. R. Schlei
The novel "Volume-Enclosing Surface exTraction Algorithm" (VESTA) generates triangular isosurfaces from computed tomography volumetric images and/or three-dimensional (3D) simulation data. Here, we present various benchmarks for GPU-based code implementations of both VESTA and the current state-of-the-art Marching Cubes Algorithm (MCA). One major result of this study is that VESTA runs significantly faster than the MCA.
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Jiayin Zhang, Gang Mei, Nengxiong Xu, Kunyang Zhao
We present a novel GPU-accelerated implementation of the QuickHull algorithm for calculating convex hulls of planar point sets. We also describe a practical solution to demonstrate how to efficiently implement a typical Divide-and-Conquer algorithm on the GPU. We highly utilize the parallel primitives provided by the library Thrust such as the parallel segmented scan for […]
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Chris W. Muelder, Nick Leaf, Carmen Sigovan, Kwan-Liu Ma
Analysis of high dimensional data is a common task. Often, small multiples are used to visualize 1 or 2 dimensions at a time, such as in a scatterplot matrix. Associating data points between different views can be difficult though, as the points are not fixed. Other times, dimensional reduction techniques are employed to summarize the […]
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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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