Posts
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 […]
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, […]