Now showing items 1-10 of 10

    • Freeprocessing: Transparent in situ Visualization via Data Interception 

      Fogal, Thomas; Proch, Fabian; Schiewe, Alexander; Hasemann, Olaf; Kempf, Andreas; Krüger, Jens (The Eurographics Association, 2014)
      In situ visualization has become a popular method for avoiding the slowest component of many visualization pipelines: reading data from disk. Most previous in situ work has focused on achieving visualization scalability ...
    • A Study of Parallel Data Compression Using Proper Orthogonal Decomposition on the K Computer 

      Bi, Chongke; Ono, Kenji; Ma, Kwan-Liu; Wu, Haiyuan; Imamura, Toshiyuki (The Eurographics Association, 2014)
      The growing power of supercomputers continues to improve scientists' ability to model larger, more sophisticated problems in science with higher accuracy. An equally important ability is to make full use of the data output ...
    • Precomputing Sound Scattering for Structured Surfaces 

      Mückl, Gregor; Dachsbacher, Carsten (The Eurographics Association, 2014)
      Room acoustic simulations commonly use simple models for sound scattering on surfaces in the scene. However, the continuing increase of available parallel computing power makes it possible to apply more sophisticated models. ...
    • Collaborative High-fidelity Rendering over Peer-to-peer Networks 

      Bugeja, Keith; Debattista, Kurt; Spina, Sandro; Chalmers, Alan (The Eurographics Association, 2014)
      Due to the computational expense of high-fidelity graphics, parallel and distributed systems have frequently been employed to achieve faster rendering times. The form of distributed computing used, with a few exceptions ...
    • Clustered Pre-convolved Radiance Caching 

      Rehfeld, Hauke; Zirr, Tobias; Dachsbacher, Carsten (The Eurographics Association, 2014)
      We present a scalable method for rendering indirect illumination in diffuse and glossy scenes. Our method builds on pre-convolved radiance caching (RC), which enables reusing the incident radiance computed at a surface ...
    • Performance Modeling of vl3 Volume Rendering on GPU-Based Clusters 

      Rizzi, Silvio; Hereld, Mark; Insley, Joseph; Papka, Michael E.; Uram, Thomas; Vishwanath, Venkatram (The Eurographics Association, 2014)
      This paper presents an analytical model for parallel volume rendering of large datasets using GPU-based clusters. The model is focused on the parallel volume rendering and compositing stages and predicts their performance ...
    • Parallel Methodologies for a Micropolygon Renderer 

      Bolstad, Mark A. (The Eurographics Association, 2014)
      This paper compares the performance of three different methodologies for a multi-threaded micropolygon-based renderer. We extend the REYES [AG99] algorithm for multi-threaded rendering, which we call CASCADE. CASCADE ...
    • Auto-Tuning Complex Array Layouts for GPUs 

      Weber, Nicolas; Goesele, Michael (The Eurographics Association, 2014)
      The continuing evolution of Graphics Processing Units (GPU) has shown rapid performance increases over the years. But with each new hardware generation, the constraints for programming them efficiently have changed. Programs ...
    • Finely-Threaded History-Based Topology Computation 

      Miller, Robert; Moreland, Kenneth; Ma, Kwan-Liu (The Eurographics Association, 2014)
      Graphics and visualization pipelines often make use of highly parallelized algorithms which transform an input mesh into an output mesh. One example is Marching Cubes, which transforms a voxel grid into a triangle mesh ...
    • Parallel Progressive Mesh Editing 

      Derzapf, Evgenij; Grund, Nico; Guthe, Michael (The Eurographics Association, 2014)
      Highly detailed models are commonly used in computer games and other interactive rendering applications. Intuitive editing methods are thus also required in addition to rendering algorithms. Progressive meshes are often ...