Posts
Dec, 4
Lattice QCD as a video game
The speed, bandwidth and cost characteristics of today’s PC graphics cards make them an attractive target as general purpose computational platforms. High performance can be achieved also for lattice simulations but the actual implementation can be cumbersome. This paper outlines the architecture and programming model of modern graphics cards for the lattice practitioner with the […]
Dec, 4
Shared Sampling for Real-Time Alpha Matting
Image matting aims at extracting foreground elements from an image by means of color and opacity (alpha) estimation. While a lot of progress has been made in recent years on improving the accuracy of matting techniques, one common problem persisted: the low speed of matte computation. We present the first real-time matting technique for natural […]
Dec, 4
Abstract shade trees
As GPU-powered special effects become more sophisticated, it becomes harder to create and manage effect interaction using the fairly primitive shading languages. This difficulty also introduces a workflow problem: artists design effects but only programmers can implement them, making it impossible for them to work asynchronously.To address these problems we present abstract shade trees and […]
Dec, 4
Representing Higher-Order Singularities in Vector Fields on Piecewise Linear Surfaces
Accurately representing higher-order singularities of vector fields defined on piecewise linear surfaces is a non-trivial problem. In this work, we introduce a concise yet complete interpolation scheme of vector fields on arbitrary triangulated surfaces. The scheme enables arbitrary singularities to be represented at vertices The representation can be considered as a facet-based “encoding” of vector […]
Dec, 4
Exploded Views for Volume Data
Exploded views are an illustration technique where an object is partitioned into several segments. These segments are displaced to reveal otherwise hidden detail. In this paper we apply the concept of exploded views to volumetric data in order to solve the general problem of occlusion. In many cases an object of interest is occluded by […]
Dec, 4
X-toon: an extended toon shader
Traditional toon shading uses a 1D texture that describes how tone varies with surface orientation relative to a given light source. In this paper we describe two extensions to the basic algorithm that support view-dependent effects. First, we replace the 1D texture with a 2D texture whose second dimension corresponds to the desired “tone detail,” […]
Dec, 4
Direct-to-indirect transfer for cinematic relighting
This paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear […]
Dec, 4
Fast and reliable collision culling using graphics hardware
We present a reliable culling algorithm that enables fast and accurate collision detection between triangulated models in a complex environment. Our algorithm performs fast visibility queries on the GPUs for eliminating a subset of primitives that are not in close proximity. In order to overcome the accuracy problems caused by the limited viewport resolution, we […]
Dec, 4
Feature Aligned Volume Manipulation for Illustration and Visualization
In this paper we describe a GPU-based technique for creating illustrative visualization through interactive manipulation of volumetric models. It is partly inspired by medical illustrations, where it is common to depict cuts and deformation in order to provide a better understanding of anatomical and biological structures or surgical processes, and partly motivated by the need […]
Dec, 4
Hierarchical clustering of gene expression profiles with graphics hardware acceleration
Hierarchical clustering is becoming a de facto standard for analyzing gene expression data. But high computational complexity limits its application in high throughput processing of massive microarray data. An implementation based on commodity graphics hardware is proposed to accelerate this process by employing the parallelism and programmability in graphics pipeline. Significant acceleration is achieved by […]
Dec, 4
Fast scene voxelization and applications
This paper presents a novel approach that uses graphics hardware to dynamically calculate a voxel-based representation of a scene. The voxelization is obtained on run-time in the order of milliseconds, even for complex and dynamic scenes containing more than 1,000,000 polygons. The voxelization is created and stored on the GPU avoiding unnecessary data transfer. The […]
Dec, 4
Continuous Level of Detail on Graphics Hardware
Recent advances in graphics hardware provide new possibilities to successfully integrate and improve multiresolution models. In this paper, we present a new continuous multiresolution model that maintains its geometry, based on triangle strips, in high-performance memory in the GPU. This model manages the level of detail by performing fast strip updating operations. We show how […]