Posts
Dec, 13
Anisotropic noise
Programmable graphics hardware makes it possible to generate procedural noise textures on the fly for interactive rendering. However, filtering and antialiasing procedural noise involves a tradeoff between aliasing artifacts and loss of detail. In this paper we present a technique, targeted at interactive applications, that provides high-quality anisotropic filtering for noise textures. We generate noise […]
Dec, 13
Diffusion Curves: A Vector Representation for Smooth-Shaded Images
We describe a new vector-based primitive for creating smooth-shaded images, called the diffusion curve . A diffusion curve partitions the space through which it is drawn, defining different colors on either side. These colors may vary smoothly along the curve. In addition, the sharpness of the color transition from one side of the curve to […]
Dec, 13
Real-Time Tracking of Visually Attended Objects in Virtual Environments and Its Application to LOD
This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) saliency map, the proposed framework uses top-down (goal-directed) contexts inferred from the user’s spatial and temporal behaviors, and identifies the most plausibly attended objects among candidates in […]
Dec, 13
Real-time gradient-domain painting
We present an image editing program which allows artists to paint in the gradient domain with real-time feedback on megapixel-sized images. Along with a pedestrian, though powerful, gradient-painting brush and gradient-clone tool, we introduce an edge brush designed for edge selection and replay. These brushes, coupled with special blending modes, allow users to accomplish global […]
Dec, 13
The integrated implementation of surgical simulations through modeling by means of imaging, comprehension, visualization, deformation, and collision detection in virtual environments
Advances in information technology based applications in medicine and biology help to improve the conventional methods of delivering health services by enhancing and complementing traditional approaches of medical education, diagnostic techniques, intra-operative assistance, and pre/post operative services etc. Individualized medical training by virtual simulations and the use of advanced visualization techniques in cell biology will […]
Dec, 12
Action-Based Multifield Video Visualization
One challenge in video processing is to detect actions and events, known or unknown, in video streams dynamically. This paper proposes a visualization solution, where a video stream is depicted as a series of snapshots at a relatively sparse interval, and detected actions are highlighted with continuous abstract illustrations. The combined imagery and illustrative visualization […]
Dec, 12
SWPS3 – fast multi-threaded vectorized Smith-Waterman for IBM Cell/B.E. and x86/SSE2
BACKGROUND:We present SWPS3, a vectorized implementation of the Smith-Waterman local alignment algorithm optimized for both the Cell/B.E. and x86 architectures. The paper describes SWPS3 and compares its performances with several other implementations. FINDINGS:Our benchmarking results show that SWPS3 is currently the fastest implementation of a vectorized Smith-Waterman on the Cell/B.E., outperforming the only other known […]
Dec, 12
Multiscale texture synthesis
Example-based texture synthesis algorithms have gained widespread popularity for their ability to take a single input image and create a perceptually similar non-periodic texture. However, previous methods rely on single input exemplars that can capture only a limited band of spatial scales. For example, synthesizing a continent-like appearance at a variety of zoom levels would […]
Dec, 12
Low viscosity flow simulations for animation
We present a combination of techniques to simulate turbulent fluid flows in 3D. Flow in a complex domain is modeled using a regular rectilinear grid with a finite-difference solution to the incompressible Navier-Stokes equations. We propose the use of the QUICK advection algorithm over a globally high resolution grid. To calculate pressure over the grid, […]
Dec, 12
Floating Textures
We present a novel multi-view, projective texture mapping technique. While previous multi-view texturing approaches lead to blurring and ghosting artefacts if 3D geometry and/or camera calibration are imprecise, we propose a texturing algorithm that warps (“floats”) projected textures during run-time to preserve crisp, detailed texture appearance. Our GPU implementation achieves interactive to real-time frame rates. […]
Dec, 12
Sliding-Tris: A Sliding Window Level-of-Detail Scheme
Virtual environments for interactive applications demand highly realistic scenarios, which tend to be large and densely populated with very detailed meshes. Despite the outstanding evolution of graphics hardware, current GPUs are still not capable of managing these vast amounts of geometry. A solution to overcome this problem is the use of level-of-detail techniques, which recently […]
Dec, 12
Level-of-Detail Triangle Strips for Deforming Meshes
Applications such as video games or movies often contain deforming meshes. The most-commonly used representation of these types of meshes consists in dense polygonal models. Such a large amount of geometry can be efficiently managed by applying level-of-detail techniques and specific solutions have been developed in this field. However, these solutions do not offer a […]