Zobrazeno 1 - 10
of 15
pro vyhledávání: '"programování grafických procesorů"'
Real-time rendering of large terrains has several important applications. Hence, many methods have been devised to solve this problem. The main challenge for such methods is to deal with a large terrain dataset and maintain interactive frame rates. I
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::cad47e209a8b596ff1e43152ad7b154c
http://hdl.handle.net/11025/11922
http://hdl.handle.net/11025/11922
In this paper we present an interactive GPU-based, GUI client, working with rendering server employing ray tracing based global illumination. The client is designed to guarantee interactivity (namely 1/60sec response time) no matter how slow the rend
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::70e7881eafc7c5bc0c0885abdb85842e
http://hdl.handle.net/11025/11070
http://hdl.handle.net/11025/11070
Autor:
Knuth, Martin, Kohlhammer, Jörn
In this paper we present a hybrid technique for illuminating a dynamic scene with self shadowing. Our goal is to perform the necessary calculations with real-time or interactive frame rates. The main idea is to split up the self shadowing process int
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::f6b416ce2abec525bd485142a47fd09f
http://hdl.handle.net/11025/11076
http://hdl.handle.net/11025/11076
Autor:
Parys, R., Knittel, G.
We present a parallel system capable of rendering multi-gigabyte data sets on a multi-megapixel display wall at interactive rates. The system is based on Residual Vector Quantization which allows us to render extremely large data sets out of the grap
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::350f9fe10042fcfaec4e08435d54d43f
http://hdl.handle.net/11025/1277
http://hdl.handle.net/11025/1277
We present an adoption of the bucket sort algorithm capable of running entirely on GPU architecture. Our implementation employs render-to-texture to enable scatter operation. Linked lists of elements in each bucket are build and stored directly in vi
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::5bba4a609da1c38180646406d8038d5c
http://hdl.handle.net/11025/1328
http://hdl.handle.net/11025/1328
Autor:
Domonkos, Balász, Ralovich, Kristóf
The new generation astronomy digital archives cover large area of the sky at fine resolution in many wavelengths from ultraviolet through optical and infrared. For instance, one of these projects the Sloan Digital Sky Survey is creating a detailed ca
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::59400134b4e4f80bc9065f41f7214290
http://hdl.handle.net/11025/1314
http://hdl.handle.net/11025/1314
Autor:
Lee, Seok Won, Nestler, Andreas
In this paper, a novel approach to 5 axis NC milling simulation using GPU is presented. Modelling swept volumes (SV) of a milling tool that undergoes a translational and rotational motion is based on the idea behind Gauss maps. The main process is th
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::cc3dfe463b2ac8c6cf60aee2aa1760a9
http://hdl.handle.net/11025/11132
http://hdl.handle.net/11025/11132
This paper introduces a technique for rendering animated grass in real time. The technique uses front-to-back compositing of implicitly defined grass slices in a fragment shader and therefore significantly reduces the overhead associated with common
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::6428a35d015a542986e7433e5b87e28a
http://hdl.handle.net/11025/1419
http://hdl.handle.net/11025/1419
Autor:
Khanduja, Gaurav, Karki, Bijaya B.
We have applied three graphics hardware-based approaches to support concurrent visualization of multiple sets of volumetric scalar data. They include volume rendering, clipping and isosurface extraction methods, which exploit 3D textures and advanced
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::f5266089355a6aea7225259b67dc0e11
http://hdl.handle.net/11025/11188
http://hdl.handle.net/11025/11188
Autor:
Holst, Mathias, Schumann, Heidrun
On the one hand normal mapping is a common technique to improve normal interpolation of low tesselated triangle meshes for a realistic lighting. On the other hand today’s graphics hardware allows texturing of view plane aligned point primitives. In
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::d792c4490cdd5c625a9a9e83d08db988
http://hdl.handle.net/11025/1420
http://hdl.handle.net/11025/1420