Posts
Dec, 11
Towards acceleration of fault simulation using graphics processing units
In this paper, we explore the implementation of fault simulation on a Graphics Processing Unit (GPU). In particular, we implement a fault simulator that exploits thread level parallelism. Fault simulation is inherently parallelizable, and the large number of threads that can be computed in parallel on a GPU results in a natural fit for the […]
Dec, 11
Real-Time Translucent Rendering Using GPU-based Texture Space Importance Sampling
We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D model surface into an integration over a 2D texture space and then applying importance sampling based on the irradiance stored in the texture. Such a conversion leads to a […]
Dec, 11
GPU techniques for creating visually diverse crowds in real-time
Real-time crowds significantly improve the realism of virtual environments, therefore their use has increased considerably over the last few years in a variety of applications, including real-time games and virtual tourism. However, due to current hardware limitations, crowd variety tends to be sacrificed in order for the crowd simulation to execute in real-time, which decreases […]
Dec, 11
Single-pass GPU solid voxelization for real-time applications
In this paper, we present a single-pass technique to voxelize the interior of watertight 3D models with high resolution grids in real-time during a single rendering pass. Further, we develop a filtering algorithm to build a density estimate that allows the deduction of normals from the voxelized model. This is achieved via a dense packing […]
Dec, 11
Real-Time GPU Silhouette Refinement using Adaptively Blended Bezier Patches
We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bezier patches with varying level of detail. Furthermore, we show how our techniques can […]
Dec, 11
GPU-based point radiation for interactive volume sculpting and segmentation
Internal structures, features, and properties in volumetric datasets are mostly obscured and hidden. In order to reveal and explore them, appropriate tools are required to remove and carve the occluding materials and isolate and extract different regions of interest. We introduce a framework of interactive tools for real-time volume sculpting and segmentation. We utilize a […]
Dec, 11
GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display
We present a GPU accelerated volume ray casting system interactively driving a multi-user light field display. The display, driven by a single programmable GPU, is based on a specially arranged array of projectors and a holographic screen and provides full horizontal parallax. The characteristics of the display are exploited to develop a specialized volume rendering […]
Dec, 11
A GPU-based light hierarchy for real-time approximate illumination
Illumination rendering including environment lighting, indirect illumination, and subsurface scattering plays for many graphics applications such as games and VR systems. However, it is dificult to run in real-time due to its highly computational cost. We introduce a GPU-based light hierarchy for real-time approximation of the illumination. We store virtual point lights in images and […]
Dec, 11
Large calculation of the flow over a hypersonic vehicle using a GPU
Graphics processing units are capable of impressive computing performance up to 518 Gflops peak performance. Various groups have been using these processors for general purpose computing; most efforts have focussed on demonstrating relatively basic calculations, e.g. numerical linear algebra, or physical simulations for visualization purposes with limited accuracy. This paper describes the simulation of a […]
Dec, 11
A GPU persistent grid mapping for terrain rendering
In this paper we present persistent grid mapping (PGM), a novel framework for interactive view-dependent terrain rendering. Our algorithm is geared toward high utilization of modern GPUs, and takes advantage of ray tracing and mesh rendering. The algorithm maintains multiple levels of the elevation and color maps to achieve a faithful sampling of the viewed […]
Dec, 11
GPU-based rendering for deformable translucent objects
In this paper we introduce an approximate image-space approach for real-time rendering of deformable translucent models by flattening the geometry and lighting information of objects into textures to calculate multi-scattering in texture spaces. We decompose the process into two stages, called the gathering and scattering corresponding to the computations for incident and exident irradiance respectively. […]
Dec, 11
Particle-in-cell Simulations with Charge-Conserving Current Deposition on Graphic Processing Units
We present an implementation of a 2D fully relativistic, electromagnetic Particle-in-Cell code, with charge-conserving current deposition, on parallel graphics processors (GPU) with CUDA. The GPU implementation achieved a one particle-step process time of 2.52 ns for cold plasma runs and 9.15 ns for extremely relativistic plasma runs, which are respectively 81 and 27 times faster […]