2814

Posts

Jan, 30

Feature based terrain generation using diffusion equation

This paper presents a diffusion method for generating terrains from a set of parameterized curves that characterize the landform features such as ridge lines, riverbeds or cliffs. Our approach provides the user with an intuitive vector-based feature-oriented control over the terrain. Different types of constraints (such as elevation, slope angle and roughness) can be attached […]
Jan, 30

Asynchronous Communication Schemes for Finite Difference Methods on Multiple GPUs

Finite difference methods continue to provide an important and parallelisable approach to many numerical simulations problems. Iterative multigrid and multilevel algorithms can converge faster than ordinary finite difference methods but can be more difficult to parallelise. Data parallel paradigms tend to lend themselves particularly well to solving regular mesh PDEs whereby low latency communications and […]
Jan, 30

Accelerating marching cubes with graphics hardware

Medical imaging and scientific simulation produce large volumetric datasets, which are often visualized by isosurface extraction and rendering. This extracts individual surfaces from the volume to represent significant boundaries in the volume. The standard isosurface extraction method, Marching Cubes, generates a triangulated approximation of the isosurface one cell at a time.We contribute improvements with respect […]
Jan, 30

Implicit Boundary Control of Vector Field Based Shape Deformations

We present a shape deformation approach which preserves volume, prevents self-intersections and allows for exact control of the deformation impact. The volume preservation and prevention of self-intersections are achieved by utilizing the method of Vector Field Based Shape Deformations. This method produces physically plausible deformations efficiently by integrating formally constructed divergence-free vector fields, where the […]
Jan, 30

Fast GPU-based normal map generation for simplified models

This paper presents a method for normal map generation in the GPU. These normal maps are generated from a high resolution mesh and can be applied to any simplification of this mesh. This method takes advantage of the fact that there must be a correspondence between the texture coordinates of the low resolution mesh and […]
Jan, 27

Evaluating the Performance of Processing Medical Volume Data on Graphics Hardware

With the broad availability and increasing performance of commodity graphics processors (GPU), non-graphical applications have become an active field of research. However, leveraging the performance for advanced applications combining hardware and software implementations is more than just efficient shader programming: the data transfer is often the main limiting factor. Therefore, we will investigate in the […]
Jan, 27

Sliding-Windows for Rapid Object Class Localization: A Parallel Technique

This paper presents a fast object class localization framework implemented on a data parallel architecture currently available in recent computers. Our case study, the implementation of Histograms of Oriented Gradients (HOG) descriptors, shows that just by using this recent programming model we can easily speed up an original CPU-only implementation by a factor of 34, […]
Jan, 27

Acceleration and Energy Efficiency of a Geometric Algebra Computation using Reconfigurable Computers and GPUs

Geometric algebra (GA) is a mathematical framework that allows the compact description of geometric relationships and algorithms in many fields of science and engineering. The execution of these algorithms, however, requires significant computational power that made the use of GA impractical for many real-world applications. We describe how a GA-based formulation of the inverse kinematics […]
Jan, 27

Eigentransport for efficient and accurate all-frequency relighting

We present a method for creating a geometry-dependent basis for diffuse precomputed radiance transfer. Unlike previous PRT bases, ours is derived from Principal Component Analysis of the sampled transport functions at each vertex, without relying on pre-projections to secondary bases, such as the Spherical Harmonics or Haar wavelets. It allows for efficient evaluation of shading, […]
Jan, 27

Geometry Construction from Caustic Images

In this work we investigate an inverse geometry problem. Given a light source, a diffuse plane and a caustic image, how must a geometric object look like (transmissive or reflective) in oder to project the desired caustic onto the diffuse plane when lit by the light source? In order to construct the geometry we apply […]
Jan, 27

Mesh mutation in programmable graphics hardware

We show how a future graphics processor unit (GPU), enhanced with random read and write to video memory, can represent, refine and adjust complex meshes arising in modeling, simulation and animation. To leverage SIMD parallelism, a general model based on the mesh atlas is developed and a particular implementation without adjacency pointers is proposed in […]
Jan, 27

Visualization with stylized line primitives

Line primitives are a very powerful visual attribute used for scientific visualization and in particular for 3D vector-field visualization. We extend the basic line primitives with additional visual attributes including color, line width, texture and orientation. To implement the visual attributes we represent the stylized line primitives as generalized cylinders. One important contribution of our […]

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