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Saraju P. Mohanty
Modern graphics cards are supported with powerful computational facilities for fast computation of vertex geometry and realistic rendering of 3D graphics. The introduction of programmable pipeline in the graphics processing units (GPU) has enabled configurability. GPU which is available in every computer has a tremendous feat of highly parallel SIMD processing, but its capability is […]
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Fabiano Romeiro, Luiz Velho, Luiz Henrique de Figueiredo
Existing methods that are able to interactively render complex CSG objects with the aid of GPUs are both image based and severely bandwidth limited. In this paper we present a new approach to this problem whose main advantage is its capability to efficiently scale the dependency on CPU instruction throughput, memory bandwidth and GPU instruction […]
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Fabiano Romeiro, Luiz Velho, Luiz Henrique de Figu
Current methods that interactively render reasonably complex CSG objects are image based and are severely bandwidth limited. This paper presents a new approach to raytracing CSG objects composed of convex primitives that combines spatial subdivision and ray-tracing methods. By performing spatial subdivision on the CSG object until locally it is simple enough to be rendered […]
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James Fung, Steve Mann
Graphics and vision are approximate inverses of each other: ordinarily Graphics Processing Units (GPUs) are used to convert "numbers into pictures" (i.e. computer graphics). In this paper, we propose using GPUs in approximately the reverse way: to assist in "converting pictures into numbers" (i.e. computer vision). The OpenVIDIA project uses single or multiple graphics cards […]
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