Posts
Nov, 25
GPU-Based flow simulation with complex boundaries
We present a physically-based flow simulation which supports complex boundary conditions running on the graphics processing unit (GPU). We employ the Lattice Boltzmann Method (LBM), a relatively new discrete-space discrete-time method, for computing the flow field. To handle complex, moving and deformable boundaries, we propose a generic voxelization algorithm of the boundaries using depth peeling, […]
Nov, 25
Acceleration Techniques for GPU-based Volume Rendering
Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has […]
Nov, 24
Using modern graphics architectures for general-purpose computing: a framework and analysis
Recently, graphics hardware architectures have begun to emphasize versatility, offering rich new ways to programmatically reconfigure the graphics pipeline. In this paper, we explore whether current graphics architectures can be applied to problems where general-purpose vector processors might traditionally be used. We develop a programming framework and apply it to a variety of problems, including […]
Nov, 24
Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware
Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, each of which satisfies the given constraints. Many such partitions exist for a shader, but it is important to find one that renders efficiently. […]
Nov, 24
Physically-based visual simulation on graphics hardware
In this paper, we present a method for real-time visual simulation of diverse dynamic phenomena using programmable graphics hardware. The simulations we implement use an extension of cellular automata known as the coupled map lattice (CML). CML represents the state of a dynamic system as continuous values on a discrete lattice. In our implementation we […]
Nov, 24
Fast volumetric deformation on general purpose hardware
High performance deformation of volumetric objects is a common problem in computer graphics that has not yet been handled sufficiently. As a supplement to 3D texture based volume rendering, a novel approach is presented, which adaptively subdivides the volume into piecewise linear patches. An appropriate mathematical model based on tri-linear interpolation and its approximations is […]
Nov, 24
A real-time procedural shading system for programmable graphics hardware
Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer productivity and make programs more portable. However, it is challenging to raise the abstraction level while still providing high performance. We have developed a real-time procedural shading language system designed […]
Nov, 24
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfer functions with high frequencies, without the performance overhead caused by rendering […]
Nov, 24
Fast matrix multiplies using graphics hardware
We present a technique for large matrix-matrix multiplies using low cost graphics hardware. The result is computed by literally visualizing the computations of a simple parallel processing algorithm. Current graphics hardware technology has limited precision and thus limits immediate applicability of our algorithm. We include results demonstrating proof of concept, correctness, speedup, and a simple […]
Nov, 24
A practical and robust bump-mapping technique for today’s GPU’s
Bump mapping is a normal-perturbation rendering technique for simulating lighting effects caused by patterned irregularities on otherwise locally smooth surfaces. By encoding such surface patterns in texture maps, texture-based bump mapping simulates a surface’s irregular lighting appearance without modeling the patterns as true geometric perturbations to the surface. Bump mapping is advantageous because it can […]
Nov, 24
Interactive multi-pass programmable shading
Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level shading description into […]
Nov, 24
Comparing GPU-based multi-volume ray casting techniques
The most essential technique to visualize 3D scalar data is direct volume rendering. For many applications it is necessary that two or more 3D data are visualized simultaneously. We present an overview of data intermixing techniques for visualization with the direct volume rendering technique ray casting. The techniques are Classification Level Intermixing, Accumulation Level Intermixing […]