5346
Marcelo Bertalmio, Pere Fort, Daniel Sanchez-Crespo
Computer graphics cameras lack the finite depth of field (DOF) present in real world ones. This results in all objects being rendered sharp regardless of their depth, reducing the realism of the scene. On top of that, real-world DOF provides a depth cue, that helps the human visual system decode the elements of a scene. […]
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Javier Setoain, Manuel Prieto, Christian Tenllado, Antonio Plaza, Francisco Tirado
Spatial/spectral algorithms have been shown in previous work to be a promising approach to the problem of extracting image end members from remotely sensed hyperspectral data. Such algorithms map nicely on high-performance systems such as massively parallel clusters and networks of computers. Unfortunately, these systems are generally expensive and difficult to adapt to onboard data […]
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J. Setoain, C. Tenllado, M. Prieto, D. Valencia, A. Plaza, J. Plaza
Many recent research efforts have been devoted to the use of commodity hardware for solving computationally-intensive scientific problems. Among such problems, hyperspectral imaging has created new processing challenges in the remote sensing community. Hyperspectral sensors are now capable of collecting hundreds of images, corresponding to different wavelength channels, for the same area on the surface […]
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Arie E. Kaufman, Feng Qiu, Haik Lorenz, Jianning Wang, Suzanne Yoakum-Stover, Arie Kaufman, Klaus Mueller
We present a system for simulating and visualizing the propagation of dispersive contaminants with an application to urban security. In particular, we simulate airborne contaminant propagation in open environments characterised by sky-scrapers and deep urban canyons. Our approach is based on the multiple relaxation time lattice Boltzmann model (MRTLBM), which can efficiently handle complex boundary […]
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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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Arie E. Kaufman, Ye Zhao
We have adopted a numerical method from computational fluid dynamics, the Lattice Boltzmann Method (LBM), for real-time simulation and visualization of flow and amorphous phenomena, such as clouds, smoke, fire, haze, dust, radioactive plumes, and air-borne biological or chemical agents. Unlike other approaches, LBM discretizes the micro-physics of local interactions and can handle very complex […]
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Bent Dalgaard Larsen, Niels Jorgen Christen
This paper introduces a novel method for simulating photon mapping for real-time applications. First we introduce a new method for selectively redistributing photons. Then we describe a method for selectively updating the indirect illumination. The indirect illumination is calculated using a new GPU accelerated final gathering method and the illumination is then stored in light […]
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Ian Fischer, Craig Gotsman
We present a graphics hardware implementation of the tangent-plane algorithm for computing the kth-order Voronoi diagram of a set of point sites in image space. Correct and efficient implementation of this algorithm using graphics hardware is possible only with the use of an appropriate shader program on the GPU. This is achieved by rendering in […]
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Youquan Liu, Xuehui Liu, Enhua Wu
In this paper, we solve the 3D fluid dynamics problem in a complex environment by taking advantage of the parallelism and programmability of GPU. In difference from other methods, innovation is made in two aspects. Firstly, more general boundary conditions could be processed on GPU in our method. By the method, we generate the boundary […]
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D. Weiskopf, M. Weiler, T. Ertl
3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current CPUs may lead to a strongly view-dependent performance, which reduces the fields of application of volume rendering. In this short technical note, we propose a slight modification of texture-based volume […]
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Wen Wu, Pheng A. Heng
As a safe and feasible alternative to enriching and enhancing traditional surgical training, virtual-reality-based surgical simulators have been investigated for a long time. But it is still a challenge for researchers to accurately depict the behavior of human tissue without losing the flexibility of simulation. In this paper, we propose an improved scheme of an […]
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Enhua Wu, Youquan Liu, Xuehui Liu
Taking advantage of the parallelism and programmability of GPU, we solve the fluid dynamics problem completely on GPU. Different from previous methods, the whole computation is accelerated in our method by packing the scalar and vector variables into four channels of texels. In order to be adaptive to the arbitrary boundary conditions, we group the […]
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