{"id":7918,"date":"2012-07-15T23:03:38","date_gmt":"2012-07-15T20:03:38","guid":{"rendered":"http:\/\/hgpu.org\/?p=7918"},"modified":"2012-07-15T23:03:38","modified_gmt":"2012-07-15T20:03:38","slug":"coupling-between-meshless-fem-modeling-and-rendering-on-gpu-for-real-time-physically-based-volumetric-deformation","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=7918","title":{"rendered":"Coupling between Meshless FEM Modeling and Rendering on GPU for Real-time Physically-based Volumetric Deformation"},"content":{"rendered":"<p>For real-time rendering of physically-based volumetric deformation, a meshless finite element method (FEM) is proposed and implemented on the new-generation Graphics Processing Unit (GPU). A tightly coupled deformation and rendering pipeline is defined for seamless modeling and rendering: First, the meshless FEM model exploits the vertex shader stage and the transform feedback mechanism of the modern GPU; and secondly, the hardware-based projected tetrahedra (HAPT) algorithm is used for  the volume rendering on the GPU. A remarkable feature of the new algorithm is that CPU readback is avoided in the entire deformation modeling and rendering pipeline. Convincing experimental results are presented.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>For real-time rendering of physically-based volumetric deformation, a meshless finite element method (FEM) is proposed and implemented on the new-generation Graphics Processing Unit (GPU). A tightly coupled deformation and rendering pipeline is defined for seamless modeling and rendering: First, the meshless FEM model exploits the vertex shader stage and the transform feedback mechanism of the [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[36,11,3],"tags":[1787,1782,1037,212,187,20,710,182,297,144],"class_list":["post-7918","post","type-post","status-publish","format-standard","hentry","category-algorithms","category-computer-science","category-paper","tag-algorithms","tag-computer-science","tag-fem","tag-finite-element-method","tag-glsl","tag-nvidia","tag-nvidia-quadro-fx-5800","tag-opengl","tag-real-time-graphics","tag-rendering"],"views":2575,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/7918","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=7918"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/7918\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=7918"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=7918"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=7918"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}