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Frederic Claux, Loic Barthe, David Vanderhaeghe, Jean-Pierre Jessel, Mathias Paulin
We propose a versatile pipeline to render B-Rep models interactively, precisely and without rendering-related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray-casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then […]
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Sergey Melman, Valery Bobkov, Vladimir May
This work is devoted to developing tools for the visual analysis of tropical cyclones based on satellite data. The implemented system has an extensible set of algorithms for the loading, processing and visualization of data, mainly the spatial scalar fields. The well-known algorithms and author’s developments using CUDA technology, and shaders were used in creation […]
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Dietmar Wippig, Bernd Klauer
The Discrete Wavelet Transform (DWT) is applied to various signal and image processing applications. However the computation is computational expense. Therefore plenty of approaches have been proposed to accelerate the computation. Graphics processing units (GPUs) can be used as stream processor to speed up the calculation of the DWT. In this paper, we present a […]
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Dietmar Wippig, Bernd Klauer
The Discrete Wavelet Transform (DWT) is used in several signal and image processing applications. Due to the computational expense various approaches have been proposed. One approach is using graphics processing units (GPUs) as stream processors to speed up the calculation of the DWT. This paper presents a GPU implementation of the translation-invariant wavelet transform computed […]
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Javier Novo Rodriguez, Mariano Cabrero Canosa, Elena Hernandez Pereira
Modern graphic cards enable applications to process big amounts of graphical data faster than CPUs, allowing high-volume parallelizable data to be visualized in real-time. In this paper, we present an approach to enable a power grid planning Computer-Aided-Design application to use this processing power to visualize electrical distribution grids in the fastest possible way. As […]
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Carlota Tovar, Gines Jesus Jimena, Jose Ma Cabanellas, Carlos Zoido
This paper presents the latest research and developments in Modular Technology. That is, the optimized repetition of the same geometry or module, for the generation of large virtual environments for the simulators that are designed by CITEF. The current trend is on redirecting the maximum possible share of graphical calculation to the GPU to lighten […]
B. Atabek, A. Kumar
With the advances in the processor technology, todaypsilas graphical processing unit (GPU) architectures have evolved tremendously. Their speed and computational power has increased to the giga-flops levels. This has brought about a new architectural innovation called Shaders, which are programmable processing units that make all of the resources of the GPUs available to the game […]
Chris Seeling, Greg Watson, Kaiwei Sun
The automotive industry is aggressively moving from physical prototyping to virtual prototyping.This trend is imperative for staying competitive in an industry that faces many challenges. The industry has recognized that simulation in key disciplines such as crash worthiness, noise and vibration, and fluid mechanics has matured to a high level. The decision is, no longer […]
Engin Deniz Diktas, Ali Vahit Sahiner
ID shadow-maps are used for robust real-time rendering of shadows. The primary disadvantage of using shadow-maps is their excessive size for large scenes in case high quality shadows are needed. To eliminate large memory requirements and texture-size limitations of the current generation GPUs, texture compression is an important tool. We present a framework where compressed […]
Jan-Phillip Tiesel, Anthony S. Maida
Our work describes the simulation of a planar network of spiking I/F neurons on graphics processing hardware. The described approach adds to the fast-growing field of general-purpose computation on GPUs (GPGPU). We provide an in-depth explanation of the steps involved in implementing the network using programmable shading hardware. We replicated simulation results by Hopfield et […]
Thomas R. Kurfess, Thomas M. Tucker, Koushik Aravalli, P. M. Meghashyam
Due to the explosive market growth in computer gaming, the underlying technology of Graphical Processor Units is also exploding in terms of new capabilities and raw processing power. While the primary target of the growth in GPU capabilities is computer games, computer-aided design applications stand to gain substantial benefits as well. This paper outlines the […]
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Mike Bailey
GPU shaders seem used mostly for gaming and other forms of entertainment and simulation. But they have less-obvious visualization uses, for the same reasons that interest the gaming community: improved appearance and performance. This column looks at the use of shaders and the OpenGL shading language (GLSL) in two common visualization applications: point clouds and […]
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