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Andrei Tugui
This paper describes FFT Cooley-Tukey algorithm implementation used in MRI image reconstruction on a revolutionary parallel computing machine, Connex Array. By taking advantage of it’s vectorial structure and processing manner, MRI image reconstruction was much faster than most of usual MRI commercial scanners. Results are remarkable. Our proposal in this paper is the use of […]
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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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Carlos D. Correa, Deborah Silver
In this paper, we present a method for rendering deformations as part of the programmable shader pipeline of contemporary Graphical Processing Units. In our method, we allow general deformations including cuts. Previous approaches to deformation place the role of the GPU as a general purpose processor for computing vertex displacement. With the advent of vertex […]
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Erik Millan, Isaac Rudomin
Animated crowds are effective to increase realism in virtual reality applications. However, rendering crowds requires large computational power. In this paper, we present a technique suitable to render large crowds of characters that takes advantage of existing programmable graphics hardware. Impostors are used for low-detail representation, while pseudo-instancing is used for higher detail. A LOD […]
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Erik Millan, Isaac Rudomin
Rendering large crowds of characters requires a great amount of computational power. To increase the efficiency for this render, we propose the use of the graphics processor, in combination of two different level-of-detail techniques: impostors, for characters with low detail, and pseudo-instancing, for characters with full detail. In addition, different approaches are used to increase […]
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Carlos Correa, Deborah Silver, Min Chen
In this paper we describe a GPU-based technique for creating illustrative visualization through interactive manipulation of volumetric models. It is partly inspired by medical illustrations, where it is common to depict cuts and deformation in order to provide a better understanding of anatomical and biological structures or surgical processes, and partly motivated by the need […]
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P. Kondratieva, J. Kruger, R. Westermann
In this paper we introduce GPU particle tracing for the visualization of 3D diffusion tensor fields. For about half a million particles, reconstruction of diffusion directions from the tensor field, time integration and rendering can be done at interactive rates. Different visualization options like oriented particles of diffusion-dependent shape, stream lines or stream tubes facilitate […]
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