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Posts

Aug, 5

Constrained inverse volume rendering for planetary nebulae

Determining the three-dimensional structure of distant astronomical objects is a challenging task, given that terrestrial observations provide only one viewpoint. For this task, bipolar planetary nebulae are interesting objects of study because of their pronounced axial symmetry due to fundamental physical processes. Making use of this symmetry constraint, we present a technique to automatically recover […]
Aug, 5

Depth Images: Representations and Real-Time Rendering

Depth Images are viable representations that can be computed from the real world using cameras and/or other scanning devices. The depth map provides 2-kD structure of the scene. A set of Depth Images can provide hole-free rendering of the scene. Multiple views need to blended to provide smooth hole-free rendering, however. Such a representation of […]
Aug, 5

Interactive Level-of-Detail Selection Using Image-Based Quality Metric for Large Volume Visualization

For large volume visualization, an image-based quality metric is difficult to incorporate for level-of-detail selection and rendering without sacrificing the interactivity. This is because it is usually time-consuming to update view-dependent information as well as to adjust to transfer function changes. In this paper, we introduce an image-based level-of-detail selection algorithm for interactive visualization of […]
Aug, 5

An optimised multi-baseline approach for on-line MR-temperature monitoring on commodity graphics hardware

Magnetic resonance Imaging (MRI) can be used for non invasive temperature mapping and is therefore a promising tool to monitor and control interventional therapies based on thermal ablation. The proton resonance frequency shift MRI technique gives an estimate of the temperature by comparing phase changes between dynamically acquired images. These temperature measurements are prone to […]
Aug, 5

Petascale visualization: Approaches and initial results

With the advent of the first petascale supercomputer, Los Alamos’s Roadrunner, there is a pressing need to address how to visualize petascale data. The crux of the petascale visualization performance problem is interactive rendering, since it is the most computationally intensive portion of the visualization process. For terascale platforms, commodity clusters with graphics processors (GPUs) […]
Aug, 4

A parallel decoding algorithm of LDPC codes using CUDA

A parallel belief propagation algorithm for decoding low-density parity-check (LDPC) codes is presented in this paper based on Compute Unified Device Architecture (CUDA). As a new hardware and software architecture for addressing and managing computations, CUDA offers parallel data computing using the highly multithreaded coprocessor driven by very high memory bandwidth GPU. The parallel decoding […]
Aug, 4

Image-Based Proxy Accumulation for Real-Time Soft Global Illumination

We present a new, general, and real-time technique for soft global illumination in low-frequency environmental lighting. It accumulates over relatively few spherical proxies which approximate the light blocking and re-radiating effect of dynamic geometry. Soft shadows are computed by accumulating log visibility vectors for each sphere proxy as seen by each receiver point. Inter-reflections are […]
Aug, 4

Tradeoffs in designing accelerator architectures for visual computing

Visualization, interaction, and simulation (VIS) constitute a class of applications that is growing in importance. This class includes applications such as graphics rendering, video encoding, simulation, and computer vision. These applications are ideally suited for accelerators because of their parallelizability and demand for high throughput. We compile a benchmark suite, VIS- Bench, to serve as […]
Aug, 4

Global Illumination for Interactive Lighting Design Using Light Path Pre-Computation and Hierarchical Histogram Estimation

In this paper, we propose a fast global illumination solution for interactive lighting design. Using our method, light sources and the viewpoint are movable, and the characteristics of materials can be modified (assuming low-frequency BRDF) during rendering. Our solution is based on particle tracing (a variation of photon mapping) and final gathering. We assume that […]
Aug, 4

A lighting model for fast rendering of forest ecosystems

Real-time rendering of large-scale, forest ecosystems remains a challenging problem, in that important global illumination effects, such as leaf transparency and inter-object light scattering, are difficult to capture, given tight timing constraints and models that typically contain hundreds of millions of primitives. This paper proposes a new lighting model, adapted from a model previously used […]
Aug, 4

Visibility Cuts: A System for Rendering Dynamic Virtual Environments

The subject of occlusion culling of large 3D environments has received substantial contribution. However the major amount of research into the area has focussed on occlusion culling of static scenes using spatial partitioning. The primary aim of all these schemes is to minimize the load on the GPU by reducing the number of primitives to […]
Aug, 4

High-Performance Multi-View Reconstruction

We present a high performance reconstruction approach, which generates true 3D models from multiple views with known camera parameters. The complete pipeline from depth map generation over depth image integration to the final 3D model visualization is performed on programmable graphics processing units (GPUs). The proposed pipeline is suitable for long image sequences and uses […]

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