Posts
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 […]
Jan, 27
Analytic Antialiasing for Selective High Fidelity Rendering
Images rendered using global illumination algorithms are considered amongst the most realistic in 3D computer graphics. However, this high fidelity comes at a significant computational expense. A major part of this cost arises from the sampling required to eliminate aliasing errors. These errors occur due to the discrete sampling of continuous geometry space inherent to […]
Jan, 27
Real-Time Soft-Finger Grasping of Physically Based Quasi-rigid Objects
This paper describes the implementation of a demo. The demo of “soft-finger grasping of physically based quasi-rigid objects” will provide solutions to grasp objects that are locally deformable and move according to rigid-body dynamics. This work summarizes the choices of the overall software architecture and the single algorithms used to run the simulation of “soft-finger […]
Jan, 27
An hardware architecture for 3D object tracking and motion estimation
We present a method to track and estimate the motion of a 3D object with a monocular image sequence. The problem is based on the state equations and is solved by a sequential Monte Carlo method. The method uses a CAD model of the object whose projection can be compared directly with the pixels of […]