7856
M.Chithik Raja
This paper focuses on An Overview of High Performance with GPU and CUDA Media Processing System. The GPU ubiquitous graphics processing unit in every PC, laptop, desktop computer, and workstation. In its most basic form, the GPU generates 2D and 3D graphics, images, and video that enable window based operating systems, graphical user interfaces, video […]
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V. Kotamraju, S. Payandeh, J. Dill
Realism and real-time visual and haptic interactions with anatomical structures are key challenges in simulation software for surgeries. Overcoming these challenges is made difficult by the need to run the software on consumer-grade computing platforms. This paper presents preliminary work towards a framework for fast, realistic and stable simulation of deformable anatomical structures. The approach […]
Steven Bergner, Eric Dagenais, Anna Celler, Torsten Moller
In this paper we cast the problem of tomography in the realm of computer graphics. By using PBRT (physically based rendering toolkit) we create a scripting environment that simplifies the programming of tomography algorithms such as maximum-likelihood expectation maximization (ML-EM) or simultaneous algebraic reconstruction technique (SART, a deviant of ART). This allows the rapid development […]
Pooja Verlani, Aditi Goswami, P.J. Narayanan, Shekhar Dwivedi, Sashi Kumar Penta
Depth Images are viable representations that can be computed from the real world using cameras and/or other scanning devices. The depth map provides 2-kD structure of the scene. A set of Depth Images can provide hole-free rendering of the scene. Multiple views need to blended to provide smooth hole-free rendering, however. Such a representation of […]
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Reiner Lenz, Thanh Hai Bui, Koichi Takase
In this paper we describe how to use the direct product of the dihedral group D(4) and the symmetric group 5(3) to automatically derive low-level image processing filter systems for RGB images. For important classes of stochastic processes it can be shown that the resulting operators lead to a block-diagonalization of the correlation matrix. We […]
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Specifications GPU NV43 Stream Processing Units 3 Core Clock 500 MHz Memory Clock 1000/900 MHz Effective Memory Clock 2000/1800 MHz Memory Type GDDR3 Amount of memory 128/256/512 MB Memory Bandwidth 14.4 GB/sec Buswidth 128 bit Tech process 110 nm Interface PCIe x16/AGP 8X PS/VS version 3.0/3.0 DirectX compliance 9.0c Retail Cards Based On This Board […]
Nicolas Ley, Christian Weigel, M. Mehnert
Separation of foreground objects from an almost constant backing color for video applications is still a common problem ([1]). For non-realtime situations there is a wide variety of different powerful mathematical approaches that can deal with most of the matting problems. For SD/HD studio realtime keyers most solutions are not applicable due to their algorithm […]
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Sunil Mohan Ranta, Jag Mohan Singh, P. J. Narayanan
Points, lines, and polygons have been the fundamental primitives in graphics. Graphics hardware is optimized to handle them in a pipeline. Other objects are converted to these primitives before rendering. Programmable GPUs have made it possible to introduce a wide class of computations on each vertex and on each fragment. In this paper, we outline […]
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Peter Longhurst, Kurt Debattista, Richard Gillibrand, Alan Chalmers
Images rendered using global illumination algorithms are considered amongst the most realistic in 3D computer graphics. However, this high fidelity comes at a significant computational expense. A major part of this cost arises from the sampling required to eliminate aliasing errors. These errors occur due to the discrete sampling of continuous geometry space inherent to […]
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Peter Longhurst, Kurt Debattista, Alan Chalmers
The computation of high-fidelity images in real-time remains one of the key challenges for computer graphics. Recent work has shown that by understanding the human visual system, selective rendering may be used to render only those parts to which the human viewer is attending at high quality and the rest of the scene at a […]
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Ondrej Fialka, Martin Cadik
Many contemporary visualization tools comprise some image filtering approach. Since image filtering approaches are very computationally demanding, the acceleration using graphics-hardware (GPU) is very desirable to preserve interactivity of the main visualization tool itself. In this article we take a close look on GPU implementation of two basic approaches to image filtering -fast Fourier transform […]
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Dyken, C., Reimers, M., Seland, J.
We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bezier patches with varying level of detail. Furthermore, we show how our techniques can […]
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