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Hybrid Sample-based Surface Rendering
(The Eurographics Association, 2012)
The performance of rasterization-based rendering on current GPUs strongly depends on the abilities to avoid overdraw and to prevent rendering triangles smaller than the pixel size. Otherwise, the rates at which highresolution ...
Vector-to-Closest-Point Octree for Surface Ray-Casting
(The Eurographics Association, 2015)
GPU voxel-based surface ray-casting has positioned as an interesting alternative to rasterization-based rendering approaches, because it allows using many processing units simultaneously, can effectively exploit thread ...
Narrow Band FLIP for Liquid Simulations
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small-scale features near the liquid ...
Physically-based Simulation of Cuts in Deformable Bodies: A Survey
(The Eurographics Association, 2014)
Virtual cutting of deformable bodies has been an important and active research topic in physically-based simulation for more than a decade. A particular challenge in virtual cutting is the robust and efficient incorporation ...
High-Quality Shadows for Streaming Terrain Rendering
(The Eurographics Association, 2015)
Rendering of large, detailed 3D terrains on commodity hardware has become possible through the use of raycasting, data caching and prefetching. Adding dynamic shadows as they appear during a day-night cycle remais a challenge ...
UberFlow: A GPU-Based Particle Engine
(The Eurographics Association, 2004)
We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics ...
Interactive Rendering of Giga-Particle Fluid Simulations
(The Eurographics Association, 2014)
We describe the design of an interactive rendering system for particle-based fluid simulations comprising hundreds of millions of particles per time step. We present a novel binary voxel representation for particle positions ...