12447
M. Guthe
Despite the potential divergence of depth-first ray tracing [AL09], it is nevertheless the most efficient approach on massively parallel graphics processors. Due to the use of specialized caching strategies that were originally developed for texture access, it has been shown to be compute rather than bandwidth limited. Especially with recents developments however, not only the […]
Jakub Fiser, Michal Lukac, Ondrej Jamriska, Martin Cadik, Yotam Gingold, Paul Asente, Daniel Sykora
We present an example-based approach to rendering hand-colored animations which delivers visual richness comparable to real artwork while enabling control over the amount of perceived temporal noise. This is important both for artistic purposes and viewing comfort, but is tedious or even intractable to achieve manually. We analyse typical features of real hand-colored animations and […]
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Arne Vansteenkiste, Jonathan Leliaert, Mykola Dvornik, Felipe Garcia-Sanchez, Bartel Van Waeyenberge
We report on the design, verification and performance of mumax3, an open-source GPU-accelerated micromagnetic simulation program. This software solves the time- and space dependent magnetization evolution in nano- to micro scale magnets using a finite-difference discretization. Its high performance and low memory requirements allow for large-scale simulations to be performed in limited time and on […]
Prajakta Tapkir, Saurabh Thakur, C. Bhattacharya
High resolution imagery from synthetic aperture radar (SAR) video data requires numerical computations of the order of gigaflops (GFLOP). The computational burden increases with the image size and the amount of input raw video signals. General purpose graphic processor units (GPGPU) can play a pivotal role in parallel processing the raw video data to generate […]
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Frederic Claux, Loic Barthe, David Vanderhaeghe, Jean-Pierre Jessel, Mathias Paulin
We propose a versatile pipeline to render B-Rep models interactively, precisely and without rendering-related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray-casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then […]
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Cheuk Yiu Ip, M. Adil Yalcin, David Luebke, Amitabh Varshney
We present PixelPie, a highly parallel geometric formulation of the Poisson-disk sampling problem on the graphics pipeline. Traditionally, generating a distribution by throwing darts and removing conflicts has been viewed as an inherently sequential process. In this paper, we present an efficient Poisson-disk sampling algorithm that uses rasterization in a highly parallel manner. Our technique […]
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Anton Sigitov, Thorsten Roth, Florian Mannuss, Andre Hinkenjann
Most Virtual Reality (VR) applications use rendering methods which implement local illumination models, simulating only direct interaction of light with 3D objects. They do not take into account the energy exchange between the objects themselves, making the resulting images look non-optimal. The main reason for this is the simulation of global illumination having a high […]
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I. Demir, R. Westermann
In this paper we present a technique which allows us to perform high quality and progressive response surface prediction from multidimensional input samples in an efficient manner. We utilize kriging interpolation to estimate a response surface which minimizes the expectation value and variance of the prediction error. High computational efficiency is achieved by employing parallel […]
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Vladimir Molchanov, Alexey Fofonov, Lars Linsen
For the visual analysis of multidimensional data, dimension reduction methods are commonly used to project to a lower-dimensional visual space. In the context of multifields, i.e., volume data with a multidimensional attribute space, the spatial arrangement of the samples in the volumetric domain can be exploited to generate a Continuous Representation of the Projected Attribute […]
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Rohit Nigam, Surinder Sood
Ray Casting is an important visual application, used to visualize 3D datasets, such as CT data used in medical imaging. High quality image generation algorithms, known as ray casting, cast rays through the volume, performing compositing of each voxel into a corresponding pixel, based on voxel opacity and color. Since all rays perform the computations […]
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Sulan Zhang, Qingsheng Zhu, Ji Liu, Lingqiu Zeng
When L-systems are applied to large and detailed 3D objects, the inherent serial geometric interpretation limits the speed of image generation. To accelerate the interpreting procedure, a Graphic Processing Unit (GPU) based method utilizing Compute Unified Device Architecture (CUDA) is proposed in this paper. The focused approach involves two phases: first is a sequential scan […]
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T. Auzinger, M. Wimmer, S. Jescke
This paper presents a parallel, implementation-friendly analytic visibility method for triangular meshes. Together with an analytic filter convolution, it allows for a fully analytic solution to anti-aliased 3D mesh rendering on parallel hardware. Building on recent works in computational geometry, we present a new edge-triangle intersection algorithm and a novel method to complete the boundaries […]
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