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Implicit Incompressible SPH on the GPU
(The Eurographics Association, 2015)
This paper presents CUDA-based parallelization of implicit incompressible SPH (IISPH) on the GPU. Along with the detailed exposition of our implementation, we analyze various components involved for their costs. We show ...
A Virtual Geographic Environment for the Exploration of Hydro-Meteorological Extremes
(The Eurographics Association, 2021)
We propose a Virtual Geographic Environment for the exploration of hydro-meteorological events. Focussing on the catchment of the Müglitz River in south-eastern Germany, a large collection of observation data acquired via ...
Non-Sampled Anti-Aliasing
(The Eurographics Association, 2013)
In this paper we present a parallel method for high-quality edge anti-aliasing in rasterization. In contrast to traditional graphics hardware methods, which rely on massive oversampling to combat aliasing issues, we evaluate ...
Cloud-based 3D Reconstruction of Cultural Heritage Monuments using Open Access Image Repositories
(The Eurographics Association, 2014)
A large number of photographs of cultural heritage items and monuments is publicly available in various Open Access Image Repositories (OAIR) and social media sites. Metadata inserted by camera, user and host site may help ...
Bi-Directional Polarised Light Transport
(The Eurographics Association, 2016)
While there has been considerable applied research in computer graphics on polarisation rendering, no principled investigation of how the inclusion of polarisation information affects the mathematical formalisms that are ...
Visualisation Strategies for Modelling and Simulation Using Geoscientific Data
(The Eurographics Association, 2013)
We present a number of strategies to visualise a wide range of geoscientific data for the modelling of natural phenomena. Input data sets as well as simulation results of hydrological or thermal processes can be assessed ...
Real-Time Capture, Reconstruction and Insertion into Virtual World of Human Actors
(The Eurographics Association, 2003)
In this paper, we show how to capture an actor with no intrusive trackers and without any special environment like blue set, how to estimate its 3D-geometry and how to insert this geometry into a virtual world in real-time. ...
Real-time Particle Fluid Simulation with WCSPH
(The Eurographics Association, 2012)
In this paper, based on weakly compressible smoothed particles hydrodynamics (WCSPH), we present a method for simulating high quality fluid. We propose a new pressure equation to reduce time overhead, speed up convergence ...
Visualizing Saline Intrusion in a Three-Dimensional, Heterogeneous, Coastal Aquifer
(The Eurographics Association, 2013)
We visualize remediation scenarios for a coastal aquifer in Oman, where the natural fresh-saltwater interface is negatively affected by groundwater pumping for irrigation. The 3D aquifer is characterized by strong ...
Regularised Anisotropic Nonlinear Diffusion for Rendering Refraction in Volume Graphics
(The Eurographics Association, 2005)
Rendering refraction in volume graphics requires smoothly distributed normals to synthesise good quality visual representations. Such refractive visualisation is more susceptible to noise in the data than visualisations ...