Posts
Sep, 4
Electrical distribution grid visualization using programmable GPUs
Modern graphic cards enable applications to process big amounts of graphical data faster than CPUs, allowing high-volume parallelizable data to be visualized in real-time. In this paper, we present an approach to enable a power grid planning Computer-Aided-Design application to use this processing power to visualize electrical distribution grids in the fastest possible way. As […]
Sep, 4
Computing room acoustics with CUDA – 3D FDTD schemes with boundary losses and viscosity
In seeking to model realistic room acoustics, direct numerical simulation can be employed. This paper presents 3D Finite Difference Time Domain schemes that incorporate losses at boundaries and due to the viscosity of air. These models operate within a virtual room designed on a detailed floor plan. The schemes are computed at 44.1kHz, using large-scale […]
Sep, 4
Parallel Streaming Intra Prediction for Full HD H.264 Encoding
Intra prediction is the most important intensive computing component in H.264 intra frame coder. Its high computational costs give huge pressure to most current embedded programmable processors, especially in real-time HD H.264 video encoding. Stream processing model, an emerging parallel processing model supported by GPUs and most programmable processors, bridges the gap between flexible programmable […]
Sep, 4
A practical multi-viewer tabletop autostereoscopic display
This paper introduces a multi-user autostereoscopic tabletop display and its associated real-time rendering methods. Tabletop displays that support both multiple viewers and autostereoscopy have been extremely difficult to construct. Our new system is inspired by the "Random Hole Display" design that modified the pattern of openings in a barrier mounted in front of a flat […]
Sep, 4
Interactive Separating Streak Surfaces
Streak surfaces are among the most important features to support 3D unsteady flow exploration, but they are also among the computationally most demanding. Furthermore, to enable a feature driven analysis of the flow, one is mainly interested in streak surfaces that show separation profiles and thus detect unstable manifolds in the flow. The computation of […]
Sep, 4
Visual Human – Machine Learning
In this paper we describe a novel method to integrate interactive visual analysis and machine learning to support the insight generation of the user. The suggested approach combines the vast search and processing power of the computer with the superior reasoning and pattern recognition capabilities of the human user. An evolutionary search algorithm has been […]
Sep, 4
Interactive volumetric lighting simulating scattering and shadowing
In this paper we present a volumetric lighting model, which simulates scattering as well as shadowing in order to generate high quality volume renderings. By approximating light transport in inhomogeneous participating media, we are able to come up with an efficient GPU implementation, in order to achieve the desired effects at interactive frame rates. Moreover, […]
Sep, 4
High speed view interpolation for tele-teaching and tele-conferencing
This paper presents an algorithm to generate an interpolated view between two camera viewpoints in a fast and automatic way (6-7 fps on a PentIV @ 2.6 GHz, Geforce FX AGP 4). Nothing more than a desktop PC and a set of low end consumer grade cameras are needed to simulate the video stream of […]
Sep, 4
Animation of Orthogonal Texture Patterns for Vector Field Visualization
This paper introduces orthogonal vector field visualization on 2D manifolds: a representation by lines that are perpendicular to the input vector field. Line patterns are generated by line integral convolution (LIC). This visualization is combined with animation based on motion along the vector field. This decoupling of the line direction from the direction of animation […]
Sep, 4
Exploring the Millennium Run – Scalable Rendering of Large-Scale Cosmological Datasets
In this paper we investigate scalability limitations in the visualization of large-scale particle-based cosmological simulations, and we present methods to reduce these limitations on current PC architectures. To minimize the amount of data to be streamed from disk to the graphics subsystem, we propose a visually continuous level-of-detail (LOD) particle representation based on a hierarchical […]
Sep, 4
Sort-First Parallel Volume Rendering
Sort-first distributions have been studied and used far less than sort-last distributions for parallel volume rendering, especially when the data are too large to be replicated fully. We demonstrate that sort-first distributions are not only a viable method of performing data-scalable parallel volume rendering, but more importantly they allow for a range of rendering algorithms […]
Sep, 3
A Model for Real Time Ocean Breaking Waves Animation
This paper presents a procedural model for ocean breaking waves in real time. Since the growth of digital games, more ocean, coast and beach scenarios have appeared, but these games rarely use breaking waves. The model proposed in this paper aims to animate waves with minimal graphic processing unit (GPU) and computer processing unit (CPU) […]