Now showing items 129-148 of 242

    • Multi-GPU Image-based Visual Hull Rendering 

      Hauswiesner, Stefan; Khlebnikov, Rostislav; Steinberger, Markus; Straka, Matthias; Reitmayr, Gerhard (The Eurographics Association, 2012)
      Many virtual mirror and telepresence applications require novel viewpoint synthesis with little latency to user motion. Image-based visual hull (IBVH) rendering is capable of rendering arbitrary views from segmented images ...
    • Multi-GPU Sort-Last Volume Visualization 

      Marchesin, Stéphane; Mongenet, Catherine; Dischler, Jean-Michel (The Eurographics Association, 2008)
      In this paper, we propose an experimental study of an inexpensive off-the-shelf sort-last volume visualization architecture based upon multiple GPUs and a single CPU. We show how to efficiently make use of this architecture ...
    • Multi-layered Image Caching for Distributed Rendering of Large Multiresolution Datasets 

      Strasser, Jonathan; Pascucci, Valerio; Ma, Kwan-Lui (The Eurographics Association, 2006)
      The capability to visualize large volume datasets has applications in a myriad of scientific fields. This paper presents a large data visualization solution in the form of distributed, multiresolution, progressive processing. ...
    • A Multi-thread Safe Foundation for Scene Graphs and its Extension to Clusters 

      Voß, G.; Behr, J.; Reiners, D.; Roth, M. (The Eurographics Association, 2002)
      One of the main shortcomings of current scene graphs is their inability to support multi-thread safe data structures. This work describes the general framework used by the OpenSG scene graph system to enable multiple ...
    • Multiresolution Visualization of Massive Models on a Large Spatial 3D Display 

      Bettio, Fabio; Gobbetti, Enrico; Pintore, Giovanni; Marton, Fabio (The Eurographics Association, 2007)
      We report on a cluster parallel multiresolution rendering system driving a spatial 3D display able to give multiple freely moving naked-eye viewers the illusion of seeing virtual objects floating at fixed physical locations ...
    • Optimal Multi-Image Processing Streaming Framework on Parallel Heterogeneous Systems 

      Ha, Linh K.; Krüger, Jens; Comba, Joao; Joshi, Sarang; Silva, Cláudio T. (The Eurographics Association, 2011)
      Atlas construction is an important technique in medical image analysis that plays a central role in understanding the variability of brain anatomy. The construction often requires applying image processing operations to ...
    • Optimized Visualization for Tiled Displays 

      Lorenz, Mario; Brunnett, Guido (The Eurographics Association, 2006)
      In this paper we present new functionality we added to the Chromium framework. When driving tiled displays using a sort-first configuration based on the Tilesort stream procession unit (SPU) the performance bottlenecks are ...
    • Optimized Volume Raycasting for Graphics-Hardware-based Cluster Systems 

      Müller, C.; Strengert, M.; Ertl, T. (The Eurographics Association, 2006)
      In this paper, we present a sort-last parallel volume rendering system based on single-pass volume raycasting performed in the fragment shader unit. The architecture is aimed for displaying data sets that utilize the total ...
    • Out-of-Core Framework for QEM-based Mesh Simplification 

      Ozaki, Hiromu; Kyota, Fumihito; Kanai, Takashi (The Eurographics Association, 2015)
      In mesh simplification, in-core based methods using Quadric Error Metric (QEM), which apply a sequence of edge-collapse operations, can generate high-quality meshes while preserving shape features. However, these methods ...
    • An Out-of-core Method for Computing Connectivities of Large Unstructured Meshes 

      Ueng, Shyh-Kuang; Sikorski, K. (The Eurographics Association, 2002)
      Adjacency graphs of meshes are important for visualizing or compressing unstructured scientific data. However, calculating adjacency graphs requires intensive memory space. For large data sets, the calculation becomes very ...
    • Out-Of-Core Sort-First Parallel Rendering for Cluster-Based Tiled Displays 

      Correa, Wagner T.; Klosowski, James T.; Silva, Claudio T. (The Eurographics Association, 2002)
      We present a sort-first parallel system for out-of-core rendering of large models on cluster-based tiled displays. The system is able to render igh-resolution images of large models at interactive frame rates using ...
    • Packet-Oriented Streamline Tracing on Modern SIMD Architectures 

      Hentschel, Bernd; Göbbert, Jens Henrik; Klemm, Michael; Springer, Paul; Schnorr, Andrea; Kuhlen, Torsten W. (The Eurographics Association, 2015)
      The advection of integral lines is an important computational kernel in vector field visualization. We investigate how this kernel can profit from vector (SIMD) extensions in modern CPUs. As a baseline, we formulate a ...
    • Parallel Compositing of Volumetric Depth Images for Interactive Visualization of Distributed Volumes at High Frame Rates 

      Gupta, Aryaman; Incardona, Pietro; Brock, Anton; Reina, Guido; Frey, Steffen; Gumhold, Stefan; Günther, Ulrik; Sbalzarini, Ivo F. (The Eurographics Association, 2023)
      We present a parallel compositing algorithm for Volumetric Depth Images (VDIs) of large three-dimensional volume data. Large distributed volume data are routinely produced in both numerical simulations and experiments, yet ...
    • Parallel Computational Steering and Analysis for HPC Applications using a ParaView Interface and the HDF5 DSM Virtual File Driver 

      Biddiscombe, John; Soumagne, Jerome; Oger, Guillaume; Guibert, David; Piccinali, Jean-Guillaume (The Eurographics Association, 2011)
      We present a framework for interfacing an arbitrary HPC simulation code with an interactive ParaView session using the HDF5 parallel IO library as the API. The implementation allows a flexible combination of parallel ...
    • Parallel Gradient Domain Processing of Massive Images 

      Philip, Sujin; Summa, Brian; Bremer, Peer-Timo; Pascucci, Valerio (The Eurographics Association, 2011)
      Gradient domain processing remains a particularly computationally expensive technique even for relatively small images. When images become massive in size, giga or terapixel, these problems become particularly troublesome ...
    • Parallel Implicit Integration for Cloth Animations on Distributed Memory Architectures 

      Keckeisen, M.; Blochinger, W. (The Eurographics Association, 2004)
      We present a parallel cloth simulation engine designed for distributed memory parallel architectures, in particular clusters built of commodity components. We focus on efficient parallel processing of irregularly structured ...
    • Parallel In Situ Coupling of Simulation with a Fully Featured Visualization System 

      Whitlock, Brad; Favre, Jean M.; Meredith, Jeremy S. (The Eurographics Association, 2011)
      There is a widening gap between compute performance and the ability to store computation results. Complex scientific codes are the most affected since they must save massive files containing meshes and fields for offline ...
    • Parallel Longest Common Subsequence using Graphics Hardware 

      Kloetzli, John; Strege, Brian; Decker, Jonathan; Olano, Marc (The Eurographics Association, 2008)
      We present an algorithm for solving the Longest Common Subsequence problem using graphics hardware accel- eration. We identify a parallel memory access pattern which enables us to run efficiently on multiple layers of ...
    • Parallel Mesh Clustering 

      Chiosa, Iurie; Kolb, Andreas; Cuntz, Nicolas; Lindner, Marvin (The Eurographics Association, 2009)
      Fast and qualitative clustering of large polygonal surface meshes still remains one of the most demanding fields in mesh processing. Because existing clustering algorithms are very time-consuming, the use of parallel ...
    • 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 ...