Ola Olsson, Erik Sintorn, Viktor Kampe, Markus Billeter, Ulf Assarsson
Recently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time and within a bounded memory footprint. In addition, we explore the utility […]
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Andreas A. Vasilakis, Ioannis Fudos
k-buffer facilitates novel approaches to multi-fragment rendering and visualization for developing interactive applications on the GPU. Various alternatives have been proposed to alleviate its memory hazards and to avoid completely or partially the necessity of geometry pre-sorting. However, that came with the burden of excessive memory allocation and depth precision artifacts. We introduce k+-buffer, a […]
Alexey Boreskov, Evgeniy Shikin
Computer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. It gives students a firm foundation in today’s high-performance graphics. UP-TO-DATE TECHNIQUES, ALGORITHMS, AND API: The book includes mathematical background on vectors and matrices as well […]
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Zheng Tian, Cheng Xu, Xin Huang, Xiaodong Wang
In this paper, we propose a real-time stereo matching method based on adaptive window, aiming at the trade-off between accuracy and efficiency in current local stereo matching, Considering that the Census transform has good adaptability to image amplitude distortion, but may introduce matching ambiguities in regions with noise or similar local structures, we combine the […]
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Simon Zaaijer
Generation and real-time rendering of terrain is a complex and multifaceted problem. Besides the obvious trade-offs between performance and quality, many different generation and rendering solutions exist. Different choices in implementation will result in very different visuals, usability and tools for generation. In this thesis, a fast and intuitive terrain generation method based on sketching […]
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Peter Mileff, Judit Dudra
The market of computer graphics is dominated by GPU based technologies. However today’s fast central processing units (CPU) based on modern architectural design offer new opportunities in the field of classical software rendering. Because the technological development of the GPU architecture almost reached the limits in the field of the programming model, the CPU-based solutions […]
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Muhammad Mobeen Movania, Feng Lin, Kemao Qian, Wei Ming Chiew, Hock Soon Seah
For real-time rendering of physically-based volumetric deformation, a meshless finite element method (FEM) is proposed and implemented on the new-generation Graphics Processing Unit (GPU). A tightly coupled deformation and rendering pipeline is defined for seamless modeling and rendering: First, the meshless FEM model exploits the vertex shader stage and the transform feedback mechanism of the […]
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Sylvain Duchene, Martin Lambers, Frederic Devernay
3D shape perception in a stereoscopic movie depends on several depth cues, including stereopsis. For a given content, the depth perceived from stereopsis highly depends on the camera setup as well as on the display size and distance. This can lead to disturbing depth distortions such as the cardboard effect or the puppet theater effect. […]
Dmitry Sopin, Denis Bogolepov, Danila Ulyanov
This work is aimed at the development of effective algorithms for building of full SAH BVH trees on GPU in real-time. In this work it is presupposed that all the scene objects are represented by a number of triangles (the so-called "triangle soup"), at the same time the arbitrary changes in the geometry are allowed […]
Sanket Gupte
This paper presents a hybrid photon-mapping approach for global illumination. It represents a significant improvement over a previously described approach, both with respect to speed and accuracy. Using OptiX for ray tracing provides a considerable improvement in the speed of ray tracing and would keep synchronization to a minimum by using texture memory to cache […]
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Da Wang, Cheng Wang
The real-time simulation of dynamic terrain is a challenge region in computer graphics. This paper presents a GPU-based method for visualizing crater in virtual battlefield. Firstly, we introduce a novel physical model of crater, which has a direction depending on the direction of impacting force. Then, we encode the terrain data and deforming informations into […]
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Kamer Ali Yuksel, Aytul Ercil, Alp Yucebilgin, Selim Balcisoy
Real-time rendering of large animated crowds consisting thousands of virtual humans is important for several applications including simulations, games and interactive walkthroughs, but cannot be performed using complex polygonal models at interactive frame rates. For that reason, several methods using large numbers of pre-computed image-based representations, which are called as impostors, have been proposed. These […]
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Free GPU computing nodes at hgpu.org

Registered users can now run their OpenCL application at hgpu.org. We provide 1 minute of computer time per each run on two nodes with two AMD and one nVidia graphics processing units, correspondingly. There are no restrictions on the number of starts.

The platforms are

Node 1
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  • GPU device 1: AMD/ATI Radeon HD 6970 2GB, 880MHz
  • CPU: AMD Phenom II X6 @ 2.8GHz 1055T
  • RAM: 12GB
  • OS: OpenSUSE 11.4
  • SDK: AMD APP SDK 2.8
Node 2
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  • GPU device 1: nVidia GeForce GTX 560 Ti 2GB, 822MHz
  • CPU: Intel Core i7-2600 @ 3.4GHz
  • RAM: 16GB
  • OS: OpenSUSE 12.2
  • SDK: nVidia CUDA Toolkit 5.0.35, AMD APP SDK 2.8

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