Now showing items 60-79 of 236

    • Fast Collision Culling in Large-Scale Environments Using GPU Mapping Function 

      Avril, Quentin; Gouranton, Valérie; Arnaldi, Bruno (The Eurographics Association, 2012)
      This paper presents a novel and efficient GPU-based parallel algorithm to cull non-colliding object pairs in very large-scale dynamic simulations. It allows to cull objects in less than 25ms with more than 100K objects. ...
    • Fast Compositing for Cluster-Parallel Rendering 

      Makhinya, Maxim; Eilemann, Stefan; Pajarola, Renato (The Eurographics Association, 2010)
      The image compositing stages in cluster-parallel rendering for gathering and combining partial rendering results into a final display frame are fundamentally limited by node-to-node image throughput. Therefore, efficient ...
    • Fast Mesh Validation in Combustion Simulations through In-Situ Visualization 

      Shudler, Sergei; Ferrier, Nicola; Insley, Joseph; Papka, Michael E.; Patel, Saumil; Rizzi, Silvio (The Eurographics Association, 2019)
      In-situ visualization and analysis is a powerful concept that aims to give users the ability to process data while it is still resident in memory, thereby vastly reducing the amount of data left for post-hoc analysis. The ...
    • Fast Multi-View Rendering for Real-Time Applications 

      Unterguggenberger, Johannes; Kerbl, Bernhard; Steinberger, Markus; Schmalstieg, Dieter; Wimmer, Michael (The Eurographics Association, 2020)
      Efficient rendering of multiple views can be a critical performance factor for real-time rendering applications. Generating more than one view multiplies the amount of rendered geometry, which can cause a huge performance ...
    • Fast Parallel Unbiased Diffeomorphic Atlas Construction on Multi-Graphics Processing Units 

      Ha, Linh K.; Krüger, Jens; Fletcher, P. Thomas; Joshi, Sarang; Silva, Claudio T. (The Eurographics Association, 2009)
      Unbiased diffeomorphic atlas construction has proven to be a powerful technique for medical image analysis, particularly in brain imaging. The method operates on a large set of images, mapping them all into a common ...
    • Fast Remote Isosurface Visualization With Chessboarding 

      Neeman, A.; Sulatycke, P.; Ghose, K. (The Eurographics Association, 2004)
      Isosurface rendering is a technique for viewing and understanding many large data sets from both science and engineering. With the advent of multi-gigabit-per-second network backbones such as Internet2 and fast local ...
    • Faster RTX-Accelerated Empty Space Skipping using Triangulated Active Region Boundary Geometry 

      Wald, Ingo; Zellmann, Stefan; Morrical, Nate (The Eurographics Association, 2021)
      We describe a technique for GPU and RTX accelerated space skipping of structured volumes that improves on prior work by replacing clustered proxy boxes with a GPU-extracted triangle mesh that bounds the active regions. ...
    • Finding Efficient Spatial Distributions for Massively Instanced 3-d Models 

      Zellmann, Stefan; Morrical, Nate; Wald, Ingo; Pascucci, Valerio (The Eurographics Association, 2020)
      Instancing is commonly used to reduce the memory footprint of massive 3-d models. Nevertheless, large production assets often do not fit into the memory allocated to a single rendering node or into the video memory of a ...
    • Finely-Threaded History-Based Topology Computation 

      Miller, Robert; Moreland, Kenneth; Ma, Kwan-Liu (The Eurographics Association, 2014)
      Graphics and visualization pipelines often make use of highly parallelized algorithms which transform an input mesh into an output mesh. One example is Marching Cubes, which transforms a voxel grid into a triangle mesh ...
    • A Flexible Adaptation Service for Distributed Rendering 

      Repplinger, Michael; Löffler, Alexander; Thielen, Martin; Slusallek, Philipp (The Eurographics Association, 2009)
      Even though high-performance real-time rendering showed significant improvements through implementing its algorithms on top of many-core technologies, achieving interactivity in large scenes still requires a networked ...
    • A Flexible Data Streaming Design for Interactive Visualization of Large-Scale Volume Data 

      Wu, Qi; Doyle, Michael J.; Ma, Kwan-Liu (The Eurographics Association, 2022)
      Modern simulations and experiments can produce massive amounts of high-fidelity data that are challenging to transport and visualize interactively. We have designed a data streaming system to support interactive visualization ...
    • Freeprocessing: Transparent in situ Visualization via Data Interception 

      Fogal, Thomas; Proch, Fabian; Schiewe, Alexander; Hasemann, Olaf; Kempf, Andreas; Krüger, Jens (The Eurographics Association, 2014)
      In situ visualization has become a popular method for avoiding the slowest component of many visualization pipelines: reading data from disk. Most previous in situ work has focused on achieving visualization scalability ...
    • Frontmatter: EG PGV 2015 - Eurographics Symposium on Parallel Graphics and Visualization 

      Dachsbacher, Carsten; Navrátil, Paul (Eurographics Association, 2015)
    • GLuRay: Enhanced Ray Tracing in Existing Scientific Visualization Applications using OpenGL Interception 

      Brownlee, Carson; Fogal, Thomas; Hansen, Charles D. (The Eurographics Association, 2012)
      Ray tracing in scientific visualization allows for substantial gains in performance and rendering quality with large scale polygonal datasets compared to brute-force rasterization, however implementing new rendering ar- ...
    • GPU Acceleration of Particle Advection Workloads in a Parallel, Distributed Memory Setting 

      Camp, David; Krishnan, Hari; Pugmire, David; Garth, Christoph; Johnson, Ian; Bethel, E. Wes; Joy, Kenneth I.; Childs, Hank (The Eurographics Association, 2013)
      Although there has been significant research in GPU acceleration, both of parallel simulation codes (i.e., GPGPU) and of single GPU visualization and analysis algorithms, there has been relatively little research devoted ...
    • GPU Algorithms for Diamond-based Multiresolution Terrain Processing 

      Yalçin, M. Adil; Weiss, Kenneth; Floriani, Leila De (The Eurographics Association, 2011)
      We present parallel algorithms for processing, extracting and rendering adaptively sampled regular terrain datasets represented as a multiresolution model defined by a super-square-based diamond hierarchy. This model ...
    • GraphWaGu: GPU Powered Large Scale Graph Layout Computation and Rendering for the Web 

      Dyken, Landon; Poudel, Pravin; Usher, Will; Petruzza, Steve; Chen, Jake Y.; Kumar, Sidharth (The Eurographics Association, 2022)
      Large scale graphs are used to encode data from a variety of application domains such as social networks, the web, biological networks, road maps, and finance. Computing enriching layouts and interactive rendering play an ...
    • Hardware-Accelerated Multi-Tile Streaming for Realtime Remote Visualization 

      Biedert, Tim; Messmer, Peter; Fogal, Thomas; Garth, Christoph (The Eurographics Association, 2018)
      The physical separation of compute resource and end user is one of the core challenges in HPC visualization. While GPUs are routinely used in remote rendering, a heretofore unexplored aspect is these GPUs' special purpose ...
    • A hierarchical and view dependent visualization algorithm for tree based AMR data in 2D or 3D 

      Pino, Stéphane Del (The Eurographics Association, 2004)
      In this paper, a solution to the visualization of huge amount of data provided by solvers using tree based AMR method is proposed. This approach strongly relies on the hierarchical structure of data and view dependent ...
    • Hierarchical Visualization and Compression of Large Volume Datasets Using GPU Clusters 

      Strengert, Magnus; Magallón, Marcelo; Weiskopf, Daniel; Guthe, Stefan; Ertl, Thomas (The Eurographics Association, 2004)
      We describe a system for the texture-based direct volume visualization of large data sets on a PC cluster equipped with GPUs. The data is partitioned into volume bricks in object space, and the intermediate images are ...