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Realtime Isosurface Extraction with Graphics Hardware
(Eurographics Association, 2004)
In this paper we introduce a method for the display of isosurfaces extracted from unstructured tetrahedral grids. Our algorithm completely runs on the graphics hardware. The tetrahedra are streamed into a vertex program, ...
Structure-Preserving Reshape for Textured Architectural Scenes
(The Eurographics Association and Blackwell Publishing Ltd, 2009)
Modeling large architectural environments is a difficult task due to the intricate nature of these models and the complex dependencies between the structures represented. Moreover, textures are an essential part of ...
Point-Based Computer Graphics
(Eurographics Association, 2003)
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CUDASA: Compute Unified Device and Systems Architecture
(The Eurographics Association, 2008)
We present an extension to the CUDA programming language which extends parallelism to multi-GPU systems and GPU-cluster environments. Following the existing model, which exposes the internal parallelism of GPUs, our extended ...
Rendering Procedural Terrain by Geometry Image Warping
(The Eurographics Association, 2004)
We describe an approach for rendering large terrains in real-time. A digital elevation map defines the rough shape of the terrain. During rendering, procedural geometric and texture detail is added by the graphics hardware. ...
Translucent Shadow Maps
(The Eurographics Association, 2003)
Shadow maps are a very efficient means to add shadows to arbitrary scenes. In this paper, we introduce Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering. ...
An Interactive Perceptual Rendering Pipeline using Contrast and Spatial Masking
(The Eurographics Association, 2007)
We present a new perceptual rendering pipeline which takes into account visual masking due to contrast and spatial frequency. Our framework predicts inter-object, scene-level masking caused by partial occlusion and shadows. ...
Instant Sound Scattering
(The Eurographics Association, 2007)
Real-time sound rendering engines often render occlusion and early sound reflection effects using geometrical techniques such as ray or beam tracing. They can only achieve interactive rendering for environments of low local ...
Data-Parallel Hierarchical Link Creation for Radiosity
(The Eurographics Association, 2009)
The efficient simulation of mutual light exchange for radiosity-like methods has been demonstrated on GPUs. However, those approaches require a suitable set of links and hierarchical data structures, prepared in an expensive ...
The Gödel Engine - An Interactive Approach to Visualization in General Relativity
(The Eurographics Association and Blackwell Publishing Ltd., 2009)
We present a methodical new approach to visualize the aspects of general relativity from a self-centered perspective. We focus on the visualization of the Gödel universe, which is an exact solution to Einstein s field ...