5376
Indra Geys, Luc Van Gool
This paper presents an algorithm to generate an interpolated view between two camera viewpoints in a fast and automatic way (6-7 fps on a PentIV @ 2.6 GHz, Geforce FX AGP 4). Nothing more than a desktop PC and a set of low end consumer grade cameras are needed to simulate the video stream of […]
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Minh X. Nguyen, Hui Xu, Xiaoru Yuan, Baoquan Chen
We present a GPU supported interactive non-photorealistic rendering system, INSPIRE, which performs feature extraction in both image space, on intermediately rendered images, and object space, on models of various representations, e.g., point, polygon, or hybrid models, without needing connectivity information. INSPIRE obtains interactive NPR rendering with most styles of existing NPR systems, but offers more […]
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Xiaoming Wei, Wei Li, Klaus Mueller, Arie E. Kaufman
We present a physically-based, yet fast and simple method to simulate gaseous phenomena. In our approach, the incompressible Navier-Stokes (NS) equations governing fluid motion have been modeled in a novel way to achieve a realistic animation. We introduce the lattice Boltzmann model (LBM), which simulates the microscopic movement of fluid particles by linear and local […]
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Ye Zhao, Xiaoming Wei, Zhe Fan, A. Kaufman, Hong Qin
We introduce a method for the animation of fire propagation and the burning consumption of objects represented as volumetric data sets. Our method uses a volumetric fire propagation model based on an enhanced distance field. It can simulate the spreading of multiple fire fronts over a specified isosurface without actually having to create that isosurface. […]
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Anand P. Santhanam, Cali M. Fidopiastis, Paul Davenport, Katja Langen, Sanford Meeks, Jannick P. Rolland
In this paper we discuss a framework for modeling the 3D lung dynamics of normal and diseased human subjects and visualizing them using an Augmented Reality (AR) based environment. The framework is based on the results obtained from pulmonary function tests and lung image-data of human subjects obtained from 4D High-Resolution Computed Tomography (HRCT). The […]
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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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Z. Nagy, J. Schneider, R. Westermann
In this paper we describe non-photorealistic rendering techniques for volumetric data sets. First, we outline an automatic approach that generates line drawings to illustrate such data sets and to augment traditional volume rendering techniques. For a number of seed points that are placed appropriately to represent selected volume structures curvature lines are traced and encoded […]
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Magnus Strengert, Marcelo Magallon, Daniel Weiskopf, Stefan Guthe, Thomas Ertl
We describe a system for the texture-based direct volume visualization of large data sets on a PC cluster equipped with GPUs. The data is partitioned into volume bricks in object space, and the intermediate images are combined to a final picture in a sort-last approach. Hierarchical wavelet compression is applied to increase the effective size […]
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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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J. W. Sheaffer, D. Luebke, K. Skadron
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly configurable micro-architectural simulator of the GPU that uses the Chromium system’s ability to intercept and redirect an OpenGL stream. The simulator produces an annotated trace of graphics commands using […]
W. Li, K. Mueller, A. Kaufman
We propose methods to accelerate texture-based volume rendering by skipping invisible voxels. We partition the volume into sub-volumes, each containing voxels with similar properties. Sub-volumes composed of only voxels mapped to empty by the transfer function are skipped. To render the adaptively partitioned sub-volumes in visibility order, we reorganize them into an orthogonal BSP tree. […]
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Chris J. Thompson, Sahngyun Hahn, Mark Oskin
Recently, graphics hardware architectures have begun to emphasize versatility, offering rich new ways to programmatically reconfigure the graphics pipeline. In this paper, we explore whether current graphics architectures can be applied to problems where general-purpose vector processors might traditionally be used. We develop a programming framework and apply it to a variety of problems, including […]
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