Posts
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 […]
Dec, 12
Real-time Animation of Sand-Water Interaction
Recent advances in physically-based simulations have made it possible to generate realistic animations. However, in the case of solid-fluid coupling, wetting effects have rarely been noticed despite their visual importance especially in interactions between fluids and granular materials. This paper presents a simple particle-based method to model the physical mechanism of wetness propagating through granular […]
Dec, 12
Particle Level Set Advection for the Interactive Visualization of Unsteady 3D Flow
Typically, flow volumes are visualized by defining their boundary as iso-surface of a level set function. Grid-based level sets offer a good global representation but suffer from numerical diffusion of surface detail, whereas particle-based methods preserve details more accurately but introduce the problem of unequal global representation. The particle level set (PLS) method combines the […]
Dec, 12
An image-warping VR-architecture: design, implementation and applications
We describe an architecture that provides a programmable display layer in order to allow the execution of custom programs on consecutive display frames. This replaces the default display behavior of repeating application frames until an update is available. The architecture is implemented using a multi-GPU system. We will show three applications of the architecture typical […]
Dec, 12
Cartesian SENSE and k-t SENSE reconstruction using commodity graphics hardware
This study demonstrates that modern commodity graphics cards (GPUs) can be used to perform fast Cartesian SENSE and k-t SENSE reconstruction. Specifically, the SENSE inversion is accelerated by up to two orders of magnitude and is no longer the time-limiting step. The achieved reconstruction times are now well below the acquisition times, thus enabling real-time, […]
Dec, 12
Managing coherent groups
The animation of groups of characters involves the generation of some interesting steering behaviors like following a single path, moving toward a common objective, and moving while keeping a formation. This paper presents a new approach to manage the movement of groups in dynamic environments using a simple and robust algorithm that includes a strategy […]
Dec, 12
Volume rendering visualization of 3D spherical mantle convection with an unstructured mesh
We propose a new approach to utilize the algorithm of hardware-assisted visibility sorting (HAVS) in the 3D volume rendering of spherical mantle convection simulation results over unstructured grid configurations. We will also share our experience in using three different spherical convection codes and then taking full advantages of the enhanced efficiency of visualization techniques, which […]
Dec, 12
Deforming a High-Resolution Mesh in Real-Time by Mapping onto a Low-Resolution Physical Model
For interactive surgical simulation the physical model of the soft tissue needs to be solved in real-time. This limits the attainable model density to well below the desired mesh density for visual realism. Previous work avoids this problem by using a high-resolution visual mesh mapped onto a low-resolution physical model. We apply the same approach […]
Dec, 12
Efficient scan-window based object detection using GPGPU
We describe an efficient design for scan-window based object detectors using a general purpose graphics hardware computing (GPGPU) framework. While the design is particularly applied to built a pedestrian detector that uses histogram of oriented gradient (HOG) features and the support vector machine (SVM) classifiers, the methodology we use is generic and can be applied […]