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Federico Ponchio, Kai Hormann
Fluid simulations typically produce complex three-dimensional (3D) isosurfaces whose geometry and topology change over time. The standard way of representing such "dynamic geometry" is by a set of isosurfaces that are extracted individually at certain time steps. An alternative strategy is to represent the whole sequence as a four-dimensional (4D) tetrahedral mesh. The isosurface at […]
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Jiangbo Lu, S. Rogmans, G. Lafruit, F. Catthoor
This paper presents an efficient image-based rendering system capable of performing online stereo matching and view synthesis at high speed, completely on the graphics processing unit (GPU). Given two rectified stereo images, our algorithm first extracts the disparity map with a stream-centric dense depth estimation approach. For high-quality view synthesis, multi-label masks are then automatically […]
Jiangbo Lu, S. Rogmans, G. Lafruit, F. Catthoor
We present a high-speed dense stereo algorithm that achieves both good quality results and very high disparity estimation throughput on the graphics processing unit (GPU). The key idea is to make use of directional center-biased support windows to strike a good quality balance between homogeneous areas and depth discontinuities, and it is instantiated by a […]
R. Appleby, D. Bailey, J. Higham, M. Salt
Understanding modern particle accelerators requires simulating charged particle transport through the machine elements. These simulations can be very time consuming due to the large number of particles and the need to consider many turns of a circular machine. Stream computing offers an attractive way to dramatically improve the performance of such simulations by calculating the […]
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Jiangbo Lu, G. Lafruit, F. Catthoor
We present a high-speed dense stereo algorithm that achieves both good quality results and very high disparity estimation throughput on the graphics processing unit (GPU). The key idea is a variable center-biased windowing approach, enabling an adaptive selection of the most suitable support patterns with varying sizes and shapes. As the fundamental construct for variable […]
Rodrigo de Toledo, Bruno Levy, Jean-Claude
The ray-casting of implicit surfaces on GPU has been explored in the last few years. However, until recently, they were restricted to second degree (quadrics). We present an iterative solution to ray cast cubics and quartics on GPU. Our solution targets efficient implementation, obtaining interactive rendering for thousands of surfaces per frame. We have given […]
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