Posts
Dec, 6
Real-Time Visibility-Based Fusion of Depth Maps
We present a viewpoint-based approach for the quick fusion of multiple stereo depth maps. Our method selects depth estimates for each pixel that minimize violations of visibility constraints and thus remove errors and inconsistencies from the depth maps to produce a consistent surface. We advocate a two-stage process in which the first stage generates potentially […]
Dec, 6
Passive-Active Geometric Calibration for View-Dependent Projections onto Arbitrary Surfaces
In this paper we present a hybrid technique for correcting distortions that appear when projecting images onto geometrically complex, colored and textured surfaces. It analyzes the optical flow that results from perspective distortions during motions of the observer and tries to use this information for computing the correct image warping. If this fails due to […]
Dec, 6
Adaptive load balancing for raycasting of non-uniformly bricked volumes
We describe a sort-last parallel volume rendering system based on single pass volume raycasting performed in the fragment shader unit. The architecture is aimed for displaying data sets that utilize the total distributed texture memory at interactive framerates. We use non-uniform texture bricks that are constructed and distributed by means of a kd-tree to employ […]
Dec, 6
Ray-Casted BlockMaps for Large Urban Models Visualization
We introduce a GPU-friendly technique that efficiently exploits the highly structured nature of urban environments to ensure rendering quality and interactive performance of city exploration tasks. Central to our approach is a novel discrete representation, called BlockMap, for the efficient encoding and rendering of a small set of textured buildings far from the viewer. A […]
Dec, 6
Animating physically based explosions in real-time
We present a framework for real-time animation of explosions that runs completely on the GPU. The simulation allows for arbitrary internal boundaries and is governed by a combustion process, a Stable Fluid solver, which includes thermal expansion, and turbulence modeling. The simulation results are visualised by two particle systems rendered using animated textures. The results […]
Dec, 6
Mixed Precision Iterative Refinement Techniques for the Solution of Dense Linear Systems
By using a combination of 32-bit and 64-bit floating point arithmetic, the performance of many dense and sparse linear algebra algorithms can be significantly enhanced while maintaining the 64-bit accuracy of the resulting solution. The approach presented here can apply not only to conventional processors but also to exotic technologies such as Field Programmable Gate […]
Dec, 6
Virtual open heart surgery: obtaining models suitable for surgical simulation.
We present a pre-processing strategy including imaging, segmentation, and model reconstruction that is well suited for previously published GPU-accelerated techniques for surgical simulation. In particular we describe these modeling steps as a prerequisite for our virtual open heart surgery simulator. A short description including relevant references is presented for each of the steps.
Dec, 6
Implementation and performance evaluation of reconstruction algorithms on graphics processors
The high-throughput needs in electron tomography and in single particle analysis have driven the parallel implementation of several reconstruction algorithms and software packages on computing clusters. Here, we report on the implementation of popular reconstruction algorithms as weighted backprojection, simultaneous iterative reconstruction technique (SIRT) and simultaneous algebraic reconstruction technique (SART) on common graphics processors (GPUs). […]
Dec, 6
AES Encryption Implementation and Analysis on Commodity Graphics Processing Units
Graphics Processing Units (GPUs) present large potential performance gains within stream processing applications over the standard CPU. These performance gains are best realised when high computational intensity is required across large amounts of mostly independent input elements. The GPU’s success in general purpose stream processing has been demonstrated in many diverse fields, though attempts to […]
Dec, 6
Multi-fragment effects on the GPU using the k-buffer
Many interactive rendering algorithms require operations on multiple fragments (i.e., ray intersections) at the same pixel location: however, current Graphics Processing Units (GPUs) capture only a single fragment per pixel. Example effects include transparency, translucency, constructive solid geometry, depth-of-field, direct volume rendering, and isosurface visualization. With current GPUs, programmers implement these effects using multiple passes […]
Dec, 6
Real-time hair simulation on GPU with a dynamic wisp model
In this paper, we present a method for real-time hair animation. We combine a conventional particle-based dynamic simulation and a dynamic hair generation technique. First, the movements of a small number of hairs (coarse model) are simulated using a dynamic simulation. Since this stage uses only a small number of hairs, the simulation is quick. […]
Dec, 6
Dynamic deformation textures: GPU-accelerated simulation of deformable models in contact
We present an efficient algorithm for simulating contacts between deformable bodies with high-resolution surface geometry using dynamic deformation textures, which reformulate the 3D elastoplastic deformation and collision handling on a 2D parametric atlas to reduce the extremely high number of degrees of freedom arising from large contact regions and high-resolution geometry. Such computationally challenging dynamic […]