Now showing items 1-20 of 236

    • Accelerated Volume Rendering with Homogeneous Region Encoding using Extended Anisotropic Chessboard Distance on GPU 

      Es, A.; Keles, H. Y.; Isler, V. (The Eurographics Association, 2006)
      Ray traversal is the most time consuming part in volume ray casting. In this paper, an acceleration technique for direct volume rendering is introduced, which uses a GPU friendly data structure to reduce traversal time. ...
    • Accelerating and Benchmarking Radix-k Image Compositing at Large Scale 

      Kendall, Wesley; Peterka, Tom; Huang, Jian; Shen, Han-Wei; Ross, Robert (The Eurographics Association, 2010)
      Radix-k was introduced in 2009 as a configurable image compositing algorithm. The ability to tune it by selecting k-values allows it to benefit more from pixel reduction and compression optimizations than its predecessors. ...
    • Accelerating the Irradiance Cache through Parallel Component-Based Rendering 

      Debattista, Kurt; Santos, Luís Paulo; Chalmers, Alan (The Eurographics Association, 2006)
      The irradiance cache is an acceleration data structure which caches indirect diffuse samples within the framework of a distributed ray-tracing algorithm. Previously calculated values can be stored and reused in future ...
    • Acceleration of Opacity Correction Mechanisms for Over-sampled Volume Ray Casting 

      Lee, Jong Kwan; Newman, Timothy S. (The Eurographics Association, 2008)
      Techniques for accelerated opacity correction for over-sampled volume ray casting on commodity hardware are described. The techniques exploit processing capabilities of programmable GPUs and cluster computers. The GPU-based ...
    • Achieving Portable Performance For Wavelet Compression Using Data Parallel Primitives 

      Li, Shaomeng; Marsaglia, Nicole; Chen, Vincent; Sewell, Christopher; Clyne, John; Childs, Hank (The Eurographics Association, 2017)
      We consider the problem of wavelet compression in the context of portable performance over multiple architectures. We contribute a new implementation of the wavelet transform algorithm that uses data parallel primitives ...
    • Adaptive Collision Culling for Large-Scale Simulations by a Parallel Sweep and Prune Algorithm 

      Capannini, Gabriele; Larsson, Thomas (The Eurographics Association, 2016)
      We propose a parallel Sweep and Prune algorithm that solves the dynamic box intersection problem in three dimensions. It scales up to very large datasets, which makes it suitable for broad phase collision detection in ...
    • Alternative Parameters for On-The-Fly Simplification of MergeTrees 

      Werner, Kilian; Garth, Christoph (The Eurographics Association, 2020)
      Topological simplification of merge trees requires a user specified persistence threshold. As this threshold is based on prior domain knowledge and has an unpredictable relation to output size, its use faces challenges in ...
    • Analysis of Cache Behavior and Performance of Different BVH Memory Layouts for Tracing Incoherent Rays 

      Wodniok, Dominik; Schulz, Andre; Widmer, Sven; Goesele, Michael (The Eurographics Association, 2013)
      With CPUs moving towards many-core architectures and GPUs becoming more general purpose architectures, path tracing can now be well parallelized on commodity hardware. While parallelization is trivial in theory, properties ...
    • An Application of Scalable Massive Model Interaction using Shared-Memory Systems 

      Stephens, Abe; Boulos, Solomon; Bigler, James; Wald, Ingo; Parker, Steven (The Eurographics Association, 2006)
      During the end-to-end digital design of a commerical airliner, a massive amount of geometric data is produced. This data can be used for inspection or maintenance throughout the life of the aircraft. Massive model interactive ...
    • Approach for software development of parallel real-time VE systems on heterogenous clusters 

      Winkelholz, C.; Alexander, T. (The Eurographics Association, 2002)
      This paper presents our approach for the development of software for parallel real-time virtual environment systems (VE) running on heterogenous clusters of computers. This approach is based on a framework we have developed ...
    • Approaches for In Situ Computation of Moments in a Data-Parallel Environment 

      Tsai, Karen C.; Bujack, Roxana; Geveci, Berk; Ayachit, Utkarsh; Ahrens, James (The Eurographics Association, 2020)
      Feature-driven in situ data reduction can overcome the I/O bottleneck that large simulations face in modern supercomputer architectures in a semantically meaningful way. In this work, we make use of pattern detection as a ...
    • Asynchronous BVH Construction for Ray Tracing Dynamic Scenes on Parallel Multi-Core Architectures 

      Ize, Thiago; Wald, Ingo; Parker, Steven G. (The Eurographics Association, 2007)
      Recent developments have produced several techniques for interactive ray tracing of dynamic scenes. In particular, bounding volume hierarchies (BVHs) are efficient acceleration structures that handle complex triangle ...
    • Asynchronous Parallel Reliefboard Computation for Scene Object Approximation 

      Süß, Tim; Jähn, Claudius; Fischer, Matthias (The Eurographics Association, 2010)
      We present a parallel algorithm for the rendering of complex three-dimensional scenes. The algorithm runs across heterogeneous architectures of PC-clusters consisting of a visualization-node, equipped with a powerful ...
    • Auto Splats: Dynamic Point Cloud Visualization on the GPU 

      Preiner, Reinhold; Jeschke, Stefan; Wimmer, Michael (The Eurographics Association, 2012)
      Capturing real-world objects with laser-scanning technology has become an everyday task. Recently, the acquisition of dynamic scenes at interactive frame rates has become feasible. A high-quality visualization of the ...
    • Auto-Tuning Complex Array Layouts for GPUs 

      Weber, Nicolas; Goesele, Michael (The Eurographics Association, 2014)
      The continuing evolution of Graphics Processing Units (GPU) has shown rapid performance increases over the years. But with each new hardware generation, the constraints for programming them efficiently have changed. Programs ...
    • Automatic In Situ Camera Placement for Isosurfaces of Large-Scale Scientific Simulations 

      Marsaglia, Nicole; Mathai, Manish; Fields, Stefan; Childs, Hank (The Eurographics Association, 2022)
      High-performance computing trends are requiring in situ processing increasingly often. This work considers automating camera placement for in situ visualization, specifically of isosurfaces, which is needed when there is ...
    • Cache-Efficient Parallel Isosurface Extraction for Shared Cache Multicores 

      Tchiboukdjian, Marc; Danjean, Vincent; Raffin, Bruno (The Eurographics Association, 2010)
      This paper proposes to revisit isosurface extraction algorithms taking into consideration two specific aspects of recent multicore architectures: their intrinsic parallelism associated with the presence of multiple computing ...
    • Case Study of Multithreaded In-core Isosurface Extraction Algorithms 

      Zhang, Huijuan; Newman, Timothy S.; Zhang, Xiang (The Eurographics Association, 2004)
      A comparative, empirical study of the computational performance of multithreading strategies for Marching Cubes isosurface extraction is presented. Several representative data-centric strategies are considered. Focus is ...
    • The Challenges of Commodity-Based Visualization Clusters 

      Klosowski, J. T. (The Eurographics Association, 2006)
      The performance of commodity computer components continues to increase dramatically. Processors, internal I/O buses, graphics cards, and network adapters have all exhibited significant improvements without significant ...
    • Clustered Pre-convolved Radiance Caching 

      Rehfeld, Hauke; Zirr, Tobias; Dachsbacher, Carsten (The Eurographics Association, 2014)
      We present a scalable method for rendering indirect illumination in diffuse and glossy scenes. Our method builds on pre-convolved radiance caching (RC), which enables reusing the incident radiance computed at a surface ...