12686
Erhan Okuyan
Direct volume rendering is widely used in many applications where the inside of a transparent or a partially transparent material should be visualized. We have explored several aspects of the problem. First, we proposed a view-dependent selective refinement scheme in order to reduce the high computational requirements without affecting the image quality significantly. Then, we […]
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Chao Peng, Yong Cao
Real-time rendering of complex 3D models is still a very challenging task. Recently, many GPU-based level-of-detail (LOD) algorithms have been proposed to decrease the complexity of 3D models in a parallel fashion. However, LOD approaches alone are not sufficient to reduce the amount of geometry data for interactive rendering of massive scale models. Visibility-based culling, […]
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Alexandros Papageorgiou, Nikos Platis
We present a simplification algorithm for triangular meshes, implemented on the GPU. The algorithm performs edge collapses driven by a quadric error metric. It uses data parallelism as provided by OpenCL and has no sequential segments in its main iterative structure in order to fully exploit the processing power of the GPU. Our implementation produces […]
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Suzanne M. Shontz, Dragos M. Nistor
Mesh simplification and mesh compression are important processes in computer graphics and scientific computing, as such contexts allow for a mesh which takes up less memory than the original mesh. Current simplification and compression algorithms do not take advantage of both the central processing unit (CPU) and the graphics processing unit (GPU). We propose three […]
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Chao Peng, Yong Cao
Rendering massive 3D models in real-time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures, and does not scale well with the size of the […]
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Yuan Zhou, Michael Garland
Computational simulations frequently generate solutions defined over very large tetrahedral volume meshes containing many millions of elements. Furthermore, such solutions may often be expressed using non-linear basis functions. Certain solution techniques, such as discontinuous Galerkin methods, may even produce non-conforming meshes. Such data is difficult to visualize interactively, as it is far too large to […]
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Ricardo Lenz, Joaquim Bento Cavalcante-Neto, Creto Augusto Vidal
The high performance of GPUs and the increasing use of their programming mechanisms have fostered the development of graphics applications that better exploit the raw power of these devices to achieve higher levels of realism. Silhouette refinement, as one of the techniques that help to improve realism, has profited from GPUs’ advances in recent years. […]
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Christopher Decoro, Natalya Tatarchuk
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-restricted algorithms, often with performance increases of an order of magnitude or greater. Such gains are achieved by leveraging the large-scale parallelism of the GPU towards applications that are well-suited for these streaming architectures. By contrast, mesh simplification has traditionally been viewed as […]
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