Posts
Dec, 2
Real-time GPU rendering of piecewise algebraic surfaces
We consider the problem of real-time GPU rendering of algebraic surfaces defined by Bezier tetrahedra. These surfaces are rendered directly in terms of their polynomial representations, as opposed to a collection of approximating triangles, thereby eliminating tessellation artifacts and reducing memory usage. A key step in such algorithms is the computation of univariate polynomial coefficients […]
Dec, 2
Haptic feedback for the GPU-based surgical simulator
The GPU has proven to be a powerful processor to compute spring-mass based surgical simulations. It has not previously been shown however, how to effectively implement haptic interaction with a simulation running entirely on the GPU. This paper describes a method to calculate haptic feedback with limited performance cost. It allows easy balancing of the […]
Dec, 2
Interactive Point-based Isosurface Exploration and High-quality Rendering
We present an efficient point-based isosurface exploration system with high quality rendering. Our system incorporates two point-based isosurface extraction and visualization methods: edge splatting and the edge kernel method. In a volume, two neighboring voxels define an edge. The intersection points between the active edges and the isosurface are used for exact isosurface representation. The […]
Dec, 2
GPU-Based Interactive Visualization Techniques (Mathematics and Visualization)
Scientific visualization has become an important tool for visual analysis in many scientific, engineering, and medical disciplines. This book focuses on efficient visualization techniques, which are the prerequisite for the interactive exploration of complex data sets. High performance is primarily achieved by devising algorithms for the fast graphics processing units (GPUs) of modern graphics hardware. […]
Dec, 2
Improving GPU particle filter with shader model 3.0 for visual tracking
Human-Computer Interaction is evolving towards non-contact devices using perceptual user interfaces. Recent research in human motion analysis and visual object tracking make use of the Particle Filter (PF) framework. The PF algorithm enables the modeling of a stochastic process with an arbitrary probability density function, by approximating it numerically with a set of samples called […]
Dec, 2
APEnet+: a 3D toroidal network enabling Petaflops scale Lattice QCD simulations on commodity clusters
Many scientific computations need multi-node parallelism for matching up both space (memory) and time (speed) ever-increasing requirements. The use of GPUs as accelerators introduces yet another level of complexity for the programmer and may potentially result in large overheads due to the complex memory hierarchy. Additionally, top-notch problems may easily employ more than a Petaflops […]
Dec, 1
Stable fluids
Building animation tools for fluid-like motions is an important and challenging problem with many applications in computer graphics. The use of physics-based models for fluid flow can greatly assist in creating such tools. Physical models, unlike key frame or procedural based techniques, permit an animator to almost effortlessly create interesting, swirling fluid-like behaviors. Also, the […]
Dec, 1
Fast computation of generalized Voronoi diagrams using graphics hardware
We present a new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware. We compute a discrete Voronoi diagram by rendering a three dimensional distance mesh for each Voronoi site. The polygonal mesh is a bounded-error approximation of a (possibly) non-linear function of the distance between a site and a […]
Dec, 1
End-to-end data reduction and hardware accelerated rendering techniques for visualizing time-varying non-uniform grid volume data
We present a systematic approach for direct volume rendering terascale-sized data that are time-varying, and possibly non-uniformly sampled, using only a single commodity graphics PC. Our method employs a data reduction scheme that combines lossless, wavelet-based progressive data access with a user-directed, hardware-accelerated data packing technique. Data packing is achieved by discarding data blocks with […]
Dec, 1
Programming video cards for computational electromagnetics applications
Recently, programming tools have become available to researchers and scientists that allow the use of video cards for general-purpose calculations in computational electromagnetics applications. Over the past few years, developments in the field of graphic processing units (GPUs) for video cards have vastly outpaced their general central processing unit (CPU) counterparts. As specifically applied to […]
Dec, 1
Example-based volume illustrations
Scientific illustrations use accepted conventions and methodologies to effectively convey object properties and improve our understanding. We present a method to illustrate volume datasets by emulating example illustrations. As with technical illustrations, our volume illustrations more clearly delineate objects, enrich details, and artistically visualize volume datasets. For both color and scalar 3D volumes, we have […]
Dec, 1
self-CD: Interactive Self-collision Detection for Deformable Body Simulation Using GPUs
This paper presents an efficient self-collision detection algorithm for deformable body simulation using programmable graphics processing units(GPUs). The proposed approach stores a triangular mesh representation of a deformable model as 1D textures and rapidly detects self-collisions between all pairs of triangular primitives using the programmable SIMD capability of GPUs [1]. Since pre-computed spatial structure such […]