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Henry Schafer, Benjamin Keinert, Matthias Niessner, Christoph Buchenau, Michael Guthe, Marc Stamminger
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 […]
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Yuen- Shan Leung, Charlie C. L. Wang, Yong Chen
We present an efficient and robust algorithm to approximate the 3D Minkowski sum of two arbitrary polyhedra on Graphics Processing Unit (GPU). Our algorithm makes use of the idea of super-union, in which we decompose the two polyhedra into convex pieces as usual, but the way we perform pairwise convex Minkowski sum and merge the […]
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Randall Rauwendaal
This thesis presents an efficient computational voxelization approach that utilizes the graphics pipeline. Our approach is hybrid in that it performs a precise gap-free computational voxelization, employs fixed-function components of the GPU, and utilizes the stages of the graphics pipeline to improve parallelism. This approach makes use of the latest features of OpenGL and fully […]
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Praveen Yadav, Krishnan Suresh
Popular eigen-solvers such as block-Lanczos require repeated inversion of an eigen-matrix. This is a bottleneck in large-scale modal problems with millions of degrees of freedom. On the other hand, the classic Rayleigh-Ritz conjugate gradient method only requires a matrix-vector multiplication, and is therefore potentially scalable to such problems. However, as is well-known, the Rayleigh-Ritz has […]
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Athanasios Gaitatzes, Pavlos Mavridis, Georgios Papaioannou
An increasing number of rendering and geometry processing algorithms relies on volume data to calculate anything from effects like smoke/fluid simulations, visibility information or global illumination effects. We present two real-time and simple-to-implement novel surface voxelization algorithms and a volume data caching structure, the Volume Buffer, which encapsulates functionality, storage and access similar to a […]
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Wei Li
Minkowski sums are a fundamental operation for many applications in Computer-Aided Design and Manufacturing, such as solid modeling (offsetting and sweeping), collision detection, toolpath planning, assembly/disassembly planning, and penetration depth computation. Configuration spaces (C-spaces) are closely related to Minkowski sums; we analyze accessibility for waterjet cleaning processes as an example to illustrate the important relationship […]
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Wei Li, Sara McMains
We present a new approach for computing the voxelized Minkowski sum (excluding any enclosed voids) of two polyhedral objects using programmable Graphics Processing Units (GPUs). We first cull out surface primitives that will not contribute to the final boundary of the Minkowski sum, analyzing and adaptively bounding the rounding errors of the culling algorithm to […]
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Jacopo Pantaleoni
We present a highly exible and efficient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thin voxelizations, multiple boolean, floating point, vector-typed render targets, user-defined vertex and fragment shaders, and a bucketing mode which can be used to generate 3D A-buffers containing the entire list of […]
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Jian He, Xi Chen, Zhangye Wang, Ke Yan, Chen Cao, Qunsheng Peng
In this paper, we present a new adaptive model for real-time fluid simulation with complex boundaries based on smoothed particle hydrodynamics (SPH) framework. Firstly, we introduce an adaptive SPH framework that is based on our character field function composed of 4 factors: geometrical complexity, boundary condition, physical complexity and complementary condition in terms of the […]
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Zhao Dong, Wei Chen, Hujun Bao, Hongxin Zhang, Qunsheng Peng
In this paper, we present an efficient voxelization algorithm for complex polygonal models by exploiting newest programmable graphics hardware. We first convert the model into three discrete voxel spaces according to its surface orientation. The resultant voxels are encoded as 2D textures and stored in three intermediate sheet buffers called directional sheet buffers. These buffers […]
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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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Roland Fraedrich, Stefan Auer, Rudiger Westermann
High quality volume rendering of SPH data requires a complex order-dependent resampling of particle quantities along the view rays. In this paper we present an efficient approach to perform this task using a novel view-space discretization of the simulation domain. Our method draws upon recent work on GPU-based particle voxelization for the efficient resampling of […]
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