12826
Asier Lacasta, Mario Morales-Hernández, Javier Murillo, Pilar García-Navarro
This work is related with the implementation of a finite volume method to solve the 2D Shallow Water Equations on Graphic Processing Units (GPU). The strategy is fully oriented to work efficiently with unstructured meshes which are widely used in many fields of Engineering. Due to the design of the GPU cards, structured meshes are […]
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Taejung Park, Yangmi Lim
We propose a parallel ray-tracing technique to visualize signed distance fields generated from triangular meshes based on NVIDIA OptiX. Our method visualizes signed distance fields with various distance offset values at interactive rates (2-12 fps). Our method utilizes a parallel kd-tree implementation to query the nearest triangle and the sphere tracing method to visualize the […]
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Alexandros Papageorgiou, Nikos Platis
We present a simplification algorithm for triangular meshes, implemented on the GPU. The algorithm performs edge collapses driven by a quadric error metric. It uses data parallelism as provided by OpenCL and has no sequential segments in its main iterative structure in order to fully exploit the processing power of the GPU. Our implementation produces […]
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Martin Madaras, Roman Durikovic
We propose a parallel method for computing local Laplacian curvature flows for triangular meshes. Laplace operator is widely used in mesh processing for mesh fairing, noise removal or curvature estimation. If the Laplacian flow is used in global sense constraining a whole mesh with an iterative weighted linear system, it can be used even for […]
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Mingcen Gao, Thanh-Tung Cao, Tiow-Seng Tan, Zhiyong Huang
Flipping is a local and efficient operation to construct the convex hull in an incremental fashion. However, it is known that the traditional flip algorithm is not able to compute the convex hull when applied to a polyhedron in R3. Our novel Flip-Flop algorithm is a variant of the flip algorithm. It overcomes the deficiency […]
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T. Auzinger, M. Wimmer, S. Jescke
This paper presents a parallel, implementation-friendly analytic visibility method for triangular meshes. Together with an analytic filter convolution, it allows for a fully analytic solution to anti-aliased 3D mesh rendering on parallel hardware. Building on recent works in computational geometry, we present a new edge-triangle intersection algorithm and a novel method to complete the boundaries […]
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Cristobal A. Navarro, Nancy Hitschfeld-Kahler, Eliana Scheihing
The Delaunay edge-flip algorithm is a practical method for transforming any existing triangular mesh S into a mesh T(S) that satisfies the Delaunay condition. Although several implementations of this algorithm are known, to the best of our knowledge no parallel GPU-based implementation has been reported yet. In the present work, we propose a quadriphasic and […]
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Mohamed S. Ebeida, Scott A. Mitchell, Andrew A. Davidson, Anjul Patney, Patrick M. Knupp, John D. Owens
We present a Conforming Delaunay Triangulation (CDT) algorithm based on maximal Poisson disk sampling. Points are unbiased, meaning the probability of introducing a vertex in a disk-free subregion is proportional to its area, except in a neighborhood of the domain boundary. In contrast, Delaunay refinement CDT algorithms place points dependent on the geometry of empty […]
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Marc de la Asuncion, Jose M. Mantas, Manuel J. Castro, E.D. Fernandez-Nieto
The numerical solution of two-layer shallow water systems is required to simulate accurately stratified fluids, which are ubiquitous in nature: they appear in atmospheric flows, ocean currents, oil spills, etc. Moreover, the implementation of the numerical schemes to solve these models in realistic scenarios imposes huge demands of computing power. In this paper, we tackle […]
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M. de Pascale, G. de Pascale, D. Prattichizzo
In this paper we present a new method for real-time interactive haptic and graphic rendering of complex objects locally deformed by multiple contacts. Core algorithms have been designed to be executable also on videoboard’s GPU, thus taking advantage of parallel matrix and vector computational power. Although complex physical simulation has been simplified to run on […]
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Luis F.M.S. Silva, Vitor F. Pamplona, Joao L.D. Comba
In this work we propose a method for converting triangular meshes into LEGO bricks through a voxel representation of boundary meshes. We present a novel voxelization approach that uses points sampled from a surface model to define which cubes (voxels) and their associated colors will compose the model. All steps of the algorithm were implemented […]
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Matthias Hollander, Tamy Boubekeur
We propose a new GPU method for synthesizing subdivision meshes with exact adaptive geometry in real time. Our GPU kernel builds upon precomputed tables of basis functions for subdivision surfaces and is therefore supporting all subdivision schemes, either interpolating or approximating, for triangle or quad meshes. We designed our kernel so that it can be […]
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