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Mario Botsch, Leif Kobbelt
In the last years, point-based rendering has been shown to offer the potential to outperform traditional triangle based rendering both in speed and visual quality when it comes to processing highly complex models. Existing surface splatting techniques achieve superior visual quality by proper filtering but they are still limited in rendering speed. On the other […]
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Philippe Decaudin, Fabrice Neyret
Forests are crucial for scene realism in applications such as flight simulators. This paper proposes a new representation allowing for the real-time rendering of realistic forests covering an arbitrary terrain. It lets us produce dense forests corresponding to continuous non-repetitive fields made of thousands of trees with full parallax. Our representation draws on volumetric textures […]
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Yuan Zhou, Michael Garland, Robert Haber
Computational simulation of time-varying physical processes is of fundamental importance for many scientific and engineering applications. Most frequently, time-varying simulations are performed over multiple spatial grids at discrete points in time. We investigate a new approach to time-varying simulation: spacetime discontinuous Galerkin finite element methods. The result of this simulation method is a simplicial tessellation […]
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Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton
The multi triangulation framework (MT) is a very general approach for managing adaptive resolution in triangle meshes. The key idea is arranging mesh fragments at different resolution in a directed acyclic graph (DAG) which encodes the dependencies between fragments, thereby encompassing a wide class of multiresolution approaches that use hierarchies or DAGs with predefined topology. […]
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Naga K. Govindaraju, Stephane Redon, Ming C. Lin, Dinesh Manocha
We present a novel approach for fast collision detection between multiple deformable and breakable objects in a large environment using graphics hardware. Our algorithm takes into account low bandwidth to and from the graphics cards and computes a potentially colliding set (PCS) using visibility queries. It involves no precomputation and proceeds in multiple stages: PCS […]
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Changhao Jiang, M. Snir
In order to utilize the tremendous computing power of graphics hardware and to automatically adapt to the fast and frequent changes in its architecture and performance characteristics, this paper implements an automatic tuning system to generate high-performance matrix-multiplication implementation on graphics hardware. The automatic tuning system uses a parameterized code generator to generate multiple versions […]
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Bruno Heidelberger, Matthias Teschner, Markus Gross
Image-space techniques have shown to be very efficient for collision detection in dynamic simulation and animation environments. This paper proposes a new image-space technique for efficient collision detection of arbitrarily shaped, water-tight objects. In contrast to existing approaches that do not consider self-collisions, our approach combines the image-space object representation with information on face orientation […]
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Nolan Goodnight, Cliff Woolley, Gregory Lewin, David Luebke, Greg Humphreys
We present a case study in the application of graphics hardware to general-purpose numeric computing. Specifically, we describe a system, built on programmable graphics hardware, able to solve a variety of partial differential equations with complex boundary conditions. Many areas of graphics, simulation, and computational science require efficient techniques for solving such equations. Our system […]
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Zhe Fan, Feng Qiu, A. Kaufman, S. Yoakum-Stover
Inspired by the attractive Flops/dollar ratio and the incredible growth in the speed of modern graphics processing units (GPUs), we propose to use a cluster of GPUs for high performance scientific computing. As an example application, we have developed a parallel flow simulation using the lattice Boltzmann model (LBM) on a GPU cluster and have […]
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