High-Performance Graphics 2014
Permanent URI for this collection
Browse
Browsing High-Performance Graphics 2014 by Subject "Computational Geometry and Object Modeling"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
Item High-Performance Delaunay Triangulation for Many-Core Computers(The Eurographics Association, 2014) Fuetterling, Valentin; Lojewski, Carsten; Pfreundt, Franz-Josef; Ingo Wald and Jonathan Ragan-KelleyWe present an efficient implementation of a Dwyer-style Delaunay triangulation algorithm that runs in O(N) expected time. An implicit quad-tree is constructed directly from the floating point bit patterns of the input points by sorting the corresponding Morton codes with a radix sorting procedure. This unique structure adapts elegantly to any (non-)uniform distribution of input points and increases the accuracy of the merging calculations by grouping floating point values with similar bit patterns. Our implementation allows for easy parallelization and we demonstrate a record construction speed of one Billion Delaunay triangles in just 8s on a many-core SMP machine.Item Real-Time Deformation of Subdivision Surfaces from Object Collisions(The Eurographics Association, 2014) Schäfer, Henry; Keinert, Benjamin; Nießner, Matthias; Buchenau, Christoph; Guthe, Michael; Stamminger, Marc; Ingo Wald and Jonathan Ragan-KelleyWe present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are updated directly on the GPU based on a dynamically generated binary voxelization of the overlap region. Consequently, we can handle collisions with arbitrary animated geometry. Our approach runs entirely on the GPU, avoiding costly CPU-GPU memory transfer and exploiting the GPU's computational power. Surfaces are rendered with the hardware tessellation unit, allowing for adaptively-rendered, high-frequency surface detail. Ultimately, our algorithm enables fine-scale surface deformations from geometry impact with very little computational overhead, running well below a millisecond even in complex scenes. As our results demonstrate, our approach is ideally suited to many real-time applications such as video games and authoring tools.