Solid textures are an efficient way to compactly represent 3D objects' external and internal appearance, providing practical advantages over classic 2D texturing. Two main methods exist for synthesizing solid text...
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Solid textures are an efficient way to compactly represent 3D objects' external and internal appearance, providing practical advantages over classic 2D texturing. Two main methods exist for synthesizing solid textures. Procedural methods obtain colors through functions that algorithmically encode the texture's appearance and structural properties. Example-based methods capture and replicate the appearance as described by a set of input exemplars. These methods can also be classified as boundary independent or boundary dependent. For boundary-independent methods, the shape of the object to be textured is irrelevant, and texture information can be freely generated for each point in the space. Boundary-dependent methods conform the synthesis process to the object's actual shape so that they can exploit this information to orient and guide texture generation. This article reviews the different methodologies' strengths and weaknesses, the classes of appearances they can successfully synthesize, and failure cases. In particular, it focuses on boundary-independent methods' advantages and drawbacks compared to boundary-dependent methods.
We present a strategy for parallelizing the composite and filter operations suitable for an order-independent rendering pipeline implemented on a modern graphics processor. Conventionally, this task is parallelized ac...
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We present a strategy for parallelizing the composite and filter operations suitable for an order-independent rendering pipeline implemented on a modern graphics processor. Conventionally, this task is parallelized across pixels/subpixels, but serialized along individual depth layers. However, our technique extends the domain of parallelization to individual fragments (samples), avoiding a serial dependence on the number of depth layers, which can be a constraint for scenes with high depth complexity. As a result, our technique scales with the number of fragments and can sustain a consistent and predictable throughput in scenes with both low and high depth complexity, including those with a high variability of depth complexity within a single frame. We demonstrate composite/filter performance in excess of 50M fragments/sec for scenes with more than 1500 semi-transparent layers.
Hierarchical culling is a key acceleration technique used to efficiently handle massive models for ray tracing, collision detection, etc. To support such hierarchical culling, bounding volume hierarchies (BVHs) combin...
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Hierarchical culling is a key acceleration technique used to efficiently handle massive models for ray tracing, collision detection, etc. To support such hierarchical culling, bounding volume hierarchies (BVHs) combined with meshes are widely used. However, BVHs may require a very large amount of memory space, which can negate the benefits of using BVHs. To address this problem, we present a novel hierarchical-culling oriented compact mesh representation, HCCMesh, which tightly integrates a mesh and a BVH together. As an in-core representation of the HCCMesh, we propose an i-HCCMesh representation that provides an efficient random hierarchical traversal and high culling efficiency with a small runtime decompression overhead. To further reduce the storage requirement, the in-core representation is compressed to our out-of-core representation, o-HCCMesh, by using a simple dictionary-based compression method. At runtime, o-HCCMeshes are fetched from an external drive and decompressed to the i-HCCMeshes stored in main memory. The i-HCCMesh and o-HCCMesh show 3.6:1 and 10.4:1 compression ratios on average, compared to a naively compressed (e.g., quantized) mesh and BVH representation. We test the HCCMesh representations with ray tracing, collision detection, photon mapping, and non-photorealistic rendering. Because of the reduced data access time, a smaller working set size, and a low runtime decompression overhead, we can handle models ten times larger in commodity hardware without the expensive disk I/O thrashing. When we avoid the disk I/O thrashing using our representation, we can improve the runtime performances by up to two orders of magnitude over using a naively compressed representation.
This paper presents a GPU-based approach to handle collision detection and response for particles on 3D models. Signed Hausdorff distance fields were used and stored in volume textures. The voxels in a distance field ...
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This paper presents a GPU-based approach to handle collision detection and response for particles on 3D models. Signed Hausdorff distance fields were used and stored in volume textures. The voxels in a distance field stored the Hausdorff distance to the 3D model and the normal of the corresponding nearest surface. Object-based collision detection and response were processed using a pixel shader with texture sampling on the Hausdorff distance field. Particles were updated by rendering them using programmable graphics hardware acceleration. No data had to be transferred to the CPU between frames. The power of parallel GPU computation made the simulation of the particle system on a GPU at least twice as fast as that on a CPU.
In this paper, a novel and rapid 3D seed-filling algorithm is proposed to extract or fill the object-connected 3D region. An improved 2D seed-filling algorithm, which extracts connected region in slice quickly and con...
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In this paper, a novel and rapid 3D seed-filling algorithm is proposed to extract or fill the object-connected 3D region. An improved 2D seed-filling algorithm, which extracts connected region in slice quickly and consumes fewer stack operations and less memory compared with the existing algorithms, is presented. The improved 2D algorithm is enclosed as a basic unit within the framework of the proposed 3D seed-filling algorithm, in order to reduce the complexity of direction of seeds search, and accelerate region search on adjacent slices. Finally, a parameter of scan range is defined to leap over invalid seeds, which reduces time consumption of the proposed algorithm further. In addition, experimental results demonstrate advantages of this algorithm including eliminating the redundancy of seeds search, repetition of stack operations and running with high efficiency. (C) 2010 Elsevier Ltd. All rights reserved.
A geometric-modeling system automates design and fabrication of products customized for consumers. Specifically, it maps designs onto different reference model shapes and then unfolds them into 2D pattern pieces. A ma...
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A geometric-modeling system automates design and fabrication of products customized for consumers. Specifically, it maps designs onto different reference model shapes and then unfolds them into 2D pattern pieces. A map-guided algorithm automatically positions the pieces according to industrial requirements.
An application-driven approach to compressing large-scale time-varying volume data achieves high compression rates and interactive rendering while preserving fine details surrounding regions of interest. Such an appro...
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An application-driven approach to compressing large-scale time-varying volume data achieves high compression rates and interactive rendering while preserving fine details surrounding regions of interest. Such an approach could help computational scientists cope with the large-data problem.
The scalable adaptive graphics environment (SAGE) is high-performance graphics middleware for ultrascale collaborative visualization using a display-rich global cyberinfrastructure. Dozens of sites worldwide use this ...
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The scalable adaptive graphics environment (SAGE) is high-performance graphics middleware for ultrascale collaborative visualization using a display-rich global cyberinfrastructure. Dozens of sites worldwide use this cyberinfrastructure middleware, which connects high-performance-computing resources over high-speed networks to distributed ultraresolution displays.
Information visualization is essential in making sense of large datasets. Often, high-dimensional data are visualized as a collection of points in 2D space through dimensionality reduction techniques. However, these t...
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Information visualization is essential in making sense of large datasets. Often, high-dimensional data are visualized as a collection of points in 2D space through dimensionality reduction techniques. However, these traditional methods often don't capture the underlying structural information, clustering, and neighborhoods well. GMap is a practical algorithmic framework for visualizing relational data with geographic-like maps. This approach is effective in various domains.
In this paper we study in depth a new modeling method for parameter curves and surface-hyperbolic polynomial uniform B-spline surfaces with shape parameter Based on this model we give an example of free-form curve mod...
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In this paper we study in depth a new modeling method for parameter curves and surface-hyperbolic polynomial uniform B-spline surfaces with shape parameter Based on this model we give an example of free-form curve modeling and analyze the effect that different shape parameters have on the curve shape In light of computer graphics theories we develop a space free-form surface modeling system on the Microsoft Windows operating system By means of the prototype system we perform free-form surface modeling give examples for its application and discuss how the adjustment of the shape parameter affects the shape of free-form surfaces (C) 2009 Elsevier Inc All rights reserved
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