4951
Xuan Yu, Feng Li, Jingyi Yu
Caustics are important visual phenomena, as well as challenging global illumination effects in computer graphics. Physically caustics can be interpreted from one of two perspectives: in terms of photons gathered on scene geometry, or in terms of a pair of caustic surfaces. These caustic surfaces are swept by the foci of light rays. In this […]
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Musawir Shah, Jaakko Konttinen, Sumanta Pattanaik
In this paper, we present a simple and practical technique for real-time rendering of caustics from reflective and refractive objects. Our algorithm, conceptually similar to shadow mapping, consists of two main parts: creation of a caustic map texture, and utilization of the map to render caustics onto nonshiny surfaces. Our approach avoids performing any expensive […]
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Chi-Wing Fu, Liang Wan, Tien-Tsin Wong, Chi-Sing Leung
Omnidirectional videos are usually mapped to planar domain for encoding with off-the-shelf video compression standards. However, existing work typically neglects the effect of the sphere-to-plane mapping. In this paper, we show that by carefully designing the mapping, we can improve the visual quality, stability and compression efficiency of encoding omnidirectional videos. Here we propose a […]
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Manoj Seshadrinathan, Kelly L. Dempski
In this paper, we propose a system for the complete implementation of the advanced encryption standard (AES) for encryption and decryption of images and text on a graphics processing unit. The GPU acts as a valuable co-processor that relieves the load off the CPU. In the decryption stage, we use a novel technique to display […]
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Alan Leung, Ondrej Lhotak, Ghulam Lashari
Accelerated graphics cards, or Graphics Processing Units (GPUs), have become ubiquitous in recent years. On the right kinds of problems, GPUs greatly surpass CPUs in terms of raw performance. However, because they are difficult to program, GPUs are used only for a narrow class of special-purpose applications; the raw processing power made available by GPUs […]
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Thierry Stein, Xavier Decoret
This work presents a novel approach for dynamically rendering annotations attached to a 3D scene. We formulate the problem as a general optimization under constraints, accounting for certain desirable properties. To approximately solve the NP-hard optimization problem in real-time, we present a particular heuristic that greedily places labels while maintaining constraints. Typical greedy label placement […]
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Nico Galoppo, Miguel A. Otaduy, Paul Mecklenburg, Markus Gross, Ming C. Lin
We present an efficient algorithm for simulating contacts between deformable bodies with high-resolution surface geometry using dynamic deformation textures, which reformulate the 3D elastoplastic deformation and collision handling on a 2D parametric atlas to reduce the extremely high number of degrees of freedom arising from large contact regions and high-resolution geometry. Such computationally challenging dynamic […]
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Naga K. Govindaraju, Ilknur Kabul, Ming C. Lin, Dinesh Manocha
We present an interactive algorithm to perform continuous collision detection between general deformable models using graphics processors (GPUs). We model the motion of each object in the environment as a continuous path and check for collisions along the paths. Our algorithm precomputes the chromatic decomposition for each object and uses visibility queries on GPUs to […]
Milos Hasan, Fabio Pellacini, Kavita Bala
This paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear […]
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E. Tejada, T. Ertl
The interactive deformation and visualization of volumetric objects is still a challenging problem for many application areas. We present a novel integrated system which implements physically-based deformation and volume visualization of tetrahedral meshes on modern graphics hardware by exploiting the last features of vertex and fragment shaders. We achieve fast and stable deformation of tetrahedral […]
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Nico Galoppo, Naga K. Govindaraju, Michael Henson, Dinesh Manocha
We present a novel algorithm to solve dense linear systems using graphics processors (GPUs). We reduce matrix decomposition and row operations to a series of rasterization problems on the GPU. These include new techniques for streaming index pairs, swapping rows and columns and parallelizing the computation to utilize multiple vertex and fragment processors. We also […]
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