An approach is represented to render hair in real-time by using a small number of guide strands to generate interpolated hairs on the graphics processing unit (GPU). Hair interpolation methods are based on a single guide strand or on multiple guide strands. Each hair strand is composed by segments, which can be further subdivided to […]

December 2, 2014 by hgpu

SMARAD is the Smart and Novel Radios research unit at Aalto University in Helsinki. In the context of their smart radio research the area of influence of existing television transmitters is important data for the placement of experimental transmitters. Currently these areas are calculated with a regular Voronoi tessellation ignoring variation in transmitter characteristics. This […]

October 31, 2014 by hgpu

We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are updated directly on the GPU based on a dynamically generated binary voxelization of the overlap region. Consequently, we can handle collisions with arbitrary animated geometry. Our approach […]

June 22, 2014 by hgpu

For a long time, GPUs have primarily been optimized to render more and more triangles with increasingly flexible shading. However, scene data itself has typically been generated on the CPU and then uploaded to GPU memory. Therefore, widely used techniques that generate geometry at render time on demand for the rendering of smooth and displaced […]

April 7, 2014 by hgpu

This paper presents the Saddle Vertex Graph (SVG), a novel solution to the discrete geodesic problem. The SVG is a sparse undirected graph that encodes complete geodesic distance information: a geodesic path on the mesh is equivalent to a shortest path on the SVG, which can be solved efficiently using the shortest path algorithm (e.g., […]

January 10, 2014 by hgpu

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 […]

November 6, 2013 by hgpu

The goal of the project is to develop a triangle-triangle collision algorithm. A reference triangle is given as well as a variably-sized array of many other triangles. The algorithm must check if one triangle intersects with the reference triangle. That operation has to be led for each "non-reference" triangle with the reference triangle. If one […]

October 3, 2013 by hgpu

In this master thesis report, a scheme for adaptive hardware tessellation is presented. The scheme uses an offline processing approach where a height map is analyzed in terms of curvature and the result is stored in a resource called density map. This density map is then bound as a resource to the hardware tessellation stage […]

February 23, 2013 by hgpu

Nonlinear optimization is at the heart of many algorithms in engineering. Recently, due to the rise of general purpose graphics processing unit (GPGPU), it is promising to investigate the performance improvement of optimization methods after parallelized. While much has been done for simple optimization methods such as conjugate gradient, due to the strong dependencies contained, […]

September 14, 2012 by hgpu

In the last decades cosmological N-body dark matter simulations have enabled ab initio studies of the formation of structure in the Universe. Gravity amplified small density fluctuations generated shortly after the Big Bang, leading to the formation of galaxies in the cosmic web. These calculations have led to a growing demand for methods to analyze […]

August 27, 2012 by hgpu

Periodic centroidal Voronoi tessellation (CVT) in hyperbolic space provides a nice theoretical framework for computing the constrained CVT on high-genus (genus > 1) surfaces. This paper addresses two computational issues related to such hyperbolic CVT framework: (1) efficient reduction of unnecessary site copies in neighbor domains on the universal covering space, based on two special […]

August 18, 2012 by hgpu

Motivated by the importance of having real-time feedback in sketch-based modeling tools, we present a framework for terrain edition capable of generating and displaying complex and high-resolution terrains. Our system is efficient and fast enough to allow the user to see the terrain morphing at the same time the drawing editing occurs. We have two […]

December 6, 2011 by hgpu