5354
Sanghun Park, Chandrajit L. Bajaj, Vinay Siddavanahalli
Adaptive mesh refinement (AMR) is a popular computational simulation technique used in various scientific and engineering fields. Although AMR data is organized in a hierarchical multi-resolution data structure, the traditional volume visualization algorithms such as ray-casting and splatting cannot handle the form without converting it to a sophisticated data structure. In this paper, we present […]
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Ryan Biffard, L. Josh Leon
As video cards become faster and more programmable, physical simulations implemented on graphics processors become possible. This paper examines different programmable stages of the nVidia graphics processor (GPLI), and their use to simulate electrical activation of cells in a tissue sample using a cellular automaton model. Comparable tissue simulation programs were written to run on […]
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Wenhui Zhang, Huan Zhou, Lin Tang, Xiaochuan Zhou
Creating and rendering realistic ocean is one of the most daunting tasks in computer graphics. An efficient algorithm is used to render ocean waves by taking advantage of the parallelism and programmability of GPU and the new characteristics of vertex sampling of Shader Model 3.0. The ocean modeling is optimized by level-of-detail (LOD) technology. The […]
Debra L. Cook, John Ioannidis, Angelos D. Keromytis
One frequently cited reason for the lack of wide deployment of cryptographic protocols is the (perceived) poor performance of the algorithms they employ and their impact on the rest of the system. Although high-performance dedicated cryptographic accelerator cards have been commercially available for some time, market penetration remains low. We take a different approach, seeking […]
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Guobin Shen,Guang-Ping Gao,Shipeng Li,Heung-Yeung Shum,Ya-Qin Zhang;
Most modern computers or game consoles are equipped with powerful yet cost-effective graphics processing units (GPUs) to accelerate graphics operations. Though the graphics engines in these GPUs are specially designed for graphics operations, can we harness their computing power for more general nongraphics operations? The answer is positive. In this paper, we present our study […]
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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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Eric B. Lum, Kwan-Liu Ma
Non-photorealistic rendering can be used to illustrate subtle spatial relationships that might not be visible with more realistic rendering techniques. We present a parallel hardware-accelerated rendering technique, making extensive use of multi-texturing and paletted textures, for the interactive non-photorealistic visualization of scalar volume data. With this technique, we can render a 512x512x512 volume using non-photorealistic […]
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Naga K. Govindaraju, Avneesh Sud, Sung-Eui Yoon, Dinesh Manoch
We present occlusion-switches for interactive visibility culling in complex 3D environments. An occlusion-switch consists of two GPUs (graphics processing units) and each GPU is used to either compute an occlusion representation or cull away primitives not visible from the current viewpoint. Moreover, we switch the roles of each GPU between successive frames. The visible primitives […]
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Victor Moya, Carlos Gonzalez, Jordi Roca, Agustin Fernandez and Roger Espasa
We present and evaluate the TILA-rin GPU microarchitecture for embedded systems using the ATTILA GPU simulation framework. We use a trace from an execution of the Unreal Tournament 2004 PC game to eval uate and compare the performance of the proposed embedded GPU against a baseline GPU architecture for the PC. We evaluate the different […]
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Debra L. Cook, Ricardo Baratto, Angelos D. Keromytis
Software that covertly monitors a user’s actions, also known as spyware, has become a first-level security threat due to its ubiquity and the difficulty of detecting and removing it. Such software may be inadvertently installed by a user that is casually browsing the web, or may be purposely installed by an attacker, or even by […]
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Mark J. Harris, Greg Coombe, Thorsten Scheuermann, Anselmo Lastra
In this paper, we present a method for real-time visual simulation of diverse dynamic phenomena using programmable graphics hardware. The simulations we implement use an extension of cellular automata known as the coupled map lattice (CML). CML represents the state of a dynamic system as continuous values on a discrete lattice. In our implementation we […]
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Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, Pat Hanrahan
Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer productivity and make programs more portable. However, it is challenging to raise the abstraction level while still providing high performance. We have developed a real-time procedural shading language system designed […]
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