Physically-driven methods of simulating fluid dynamics and frequencybased ocean surface synthesis methods are of long-standing interest for the field of computer graphics. However, they have been historically used separately or without any interaction between them. This thesis focuses on the possibility of combining the approaches into one adaptive solution by proposing methods for unified surface […]

October 13, 2015 by hgpu

Capturing, recreating and representing a high fidelity virtual representation of the dynamic human form has long been a target for a diverse range of applications including tele-presence, games, film and TV special effects. The complexity of the challenge, to achieve a lifelike, faithful and believable representation, is such that a wide range of techniques and […]

August 10, 2015 by hgpu

This paper presents a fast surface voxelization technique for the mapping of tessellated triangular surface meshes to uniform and structured grids that provide a basis for CFD simulations with the lattice Boltzmann method (LBM). The core algorithm is optimized for massively parallel execution on graphics processing units (GPUs) and is based on a unique dissection […]

May 16, 2015 by hgpu

In this paper, we propose to extend high quality Centroidal Voronoi Tessellation (CVT) remeshing techniques to the case of surfaces which are not defined by triangle meshes, such as implicit surfaces. Our key observation is that rasterization routines are usually available to visualize these alternative representations, most often as OpenGL shaders efficiently producing surface samples […]

February 24, 2015 by hgpu

The adaptive subdivision step for surface tessellation is a key component of the Reyes rendering pipeline. While this operation has been successfully parallelized for execution on the GPU using a breadth-first traversal, the resulting implementations are limited by their high worst-case memory consumption and high global memory bandwidth utilization. This report proposes an alternate strategy […]

February 19, 2015 by hgpu

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