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Posts

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) […]
Sep, 3

Interactive Indirect Illumination Using Adaptive Multiresolution Splatting

Global illumination provides a visual richness not achievable with the direct illumination models used by most interactive applications. To generate global effects, numerous approximations attempt to reduce global illumination costs to levels feasible in interactive contexts. One such approximation, reflective shadow maps, samples a shadow map to identify secondary light sources whose contributions are splatted […]
Sep, 3

Computer vision based geometric calibration in curved multi-projector displays

In a multi-projector display system, geometric calibration is usually time-consuming and tedious. In this paper, we propose a multi-projector tiled display method with geometry parameters estimation. The method is used for analytic curved surface, such as cylindrical or spherical shaped display. The calibration process is automatic by using computer vision techniques; and in order to […]
Sep, 3

View-Dependent Streamlines for 3D Vector Fields

This paper introduces a new streamline placement and selection algorithm for 3D vector fields. Instead of considering the problem as a simple feature search in data space, we base our work on the observation that most streamline fields generate a lot of self-occlusion which prevents proper visualization. In order to avoid this issue, we approach […]
Sep, 3

Utilizing Hierarchical Multiprocessing for Medical Image Registration

This work discusses an approach to utilize hierarchical multiprocessing in the context of medical image registration. By first organizing application parallelism into a domain-specific taxonomy, an algorithm is structured to target a set of multicore platforms.The approach on a cluster of graphics processing units (GPUs) requiring the use of two parallel programming environments to achieve […]
Sep, 3

Interactive Reaction-Diffusion on Surface Tiles

This paper proposes to perform reaction-diffusion on surface tiles. The square tiles fit nicely and cost-effectively in GPU memory, whereas we also apply distortion minimization on tiles so as to precisely reduce the unbalanced scale and resolution problem of chemicals in the reaction- diffusion. The interconnection nature of tiles accounts for the surface topology, and […]
Sep, 3

High-Performance Computing with Accelerators

This issue of CiSE is based on work presented at the US National Science Foundation workshop, Path to Petascale: Adapting Geo/Chem/Astro Applications for Accelerators and Accelerator Clusters, held at the US National Center for Supercomputing Applications (NCSA) in early 2009. The workshop was designed to raise awareness about the emergence of accelerator-based high-performance computing (HPC) […]

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