Viktor Kampe, Erik Sintorn, Ulf Assarsson
We present a fast and memory efficient algorithm for generating Compact Precomputed Voxelized Shadows. By performing much of the common sub-tree merging before identical nodes are ever created, we improve construction times by several orders of magnitude for large data structures, and require much less working memory. We also propose a new set of rules […]
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Xiao Nie, Leiting Chen, Tao Xiang
We present a parallel framework for simulating incompressible fluids with predictive-corrective incompressible Smoothed Particle Hydrodynamics (PCISPH) on the GPU in real time. To this end, we propose an efficient GPU streaming pipeline to map the entire computational task onto the GPU, fully exploiting the massive computational power of state-of-the-art GPUs. In PCISPH-based simulations, neighbor search […]
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Yu-An Chung, Chen-Wei Huang, Shiao-Li Tsao
Embedded graphic processing unit (GPU) accelerates a real-time rendering process of a graphics application on mobile devices, however, at the cost of consuming a considerable portion of the system energy [1] which is one of the most critical design issues for battery-operated devices. To estimate the power consumption of a graphics application, conventional approaches collect […]
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Sang-Min Song, Young-Min Kang, Kang-Hyuk Lee, Soo-Yol Ok
The technological demand for graphically generating natural plants in real time recently have been more and more increasing in a variety of interactive content-creating areas such as computer games. In this paper, we propose a GPU-driven high-speed parallel processing algorithm for generating trees and their branches and leaves in real time. The method that we […]
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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. […]
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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.

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Node 1
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  • RAM: 12GB
  • OS: OpenSUSE 13.1
  • SDK: nVidia CUDA Toolkit 6.5.14, AMD APP SDK 3.0
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  • CPU: Intel Core i7-2600 @ 3.4GHz
  • RAM: 16GB
  • OS: OpenSUSE 12.3
  • SDK: AMD APP SDK 3.0

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