{"id":9025,"date":"2013-03-12T23:38:28","date_gmt":"2013-03-12T21:38:28","guid":{"rendered":"http:\/\/hgpu.org\/?p=9025"},"modified":"2013-03-12T23:38:28","modified_gmt":"2013-03-12T21:38:28","slug":"parallel-spatial-data-structures-for-interactive-rendering","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=9025","title":{"rendered":"Parallel spatial data structures for interactive rendering"},"content":{"rendered":"<p>The main question explored in this thesis is how to define novel parallel random-access data structures for surface and image spatial data with efficient construction, storage, and query memory access patterns. Our main contribution is a set of parallel-efficient methods to evaluate irregular, sparse or even implicit geometries and textures in different applications: a method to decouple shape and shading details from high-resolution meshes, mapping them interactively onto lower resolution simpler domains; an editable framework to map highresolution meshes to simpler cube-based domains, generating a parallel-friendly quad-based representation; a new parallel hashing scheme compacting spatial data with high load factors, which has the unique advantage of exploiting spatial coherence in input data and access patterns.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The main question explored in this thesis is how to define novel parallel random-access data structures for surface and image spatial data with efficient construction, storage, and query memory access patterns. Our main contribution is a set of parallel-efficient methods to evaluate irregular, sparse or even implicit geometries and textures in different applications: a method [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","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":[180,11,89,3],"tags":[1797,1782,14,132,20,379,144,390],"class_list":["post-9025","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-nvidia-cuda","category-paper","tag-3d-graphics-and-realism","tag-computer-science","tag-cuda","tag-hashing","tag-nvidia","tag-nvidia-geforce-gtx-480","tag-rendering","tag-thesis"],"views":2377,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/9025","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=9025"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/9025\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=9025"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=9025"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=9025"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}