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» Mesh mutation in programmable graphics hardware
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EGH
2003
Springer
13 years 9 months ago
Mesh mutation in programmable graphics hardware
We show how a future graphics processor unit (GPU), enhanced with random read and write to video memory, can represent, refine and adjust complex meshes arising in modeling, simu...
Le-Jeng Shiue, Vineet Goel, Jörg Peters
PG
2002
IEEE
13 years 9 months ago
Real-Time Consensus-Based Scene Reconstruction Using Commodity Graphics Hardware
We present a novel use of commodity graphics hardware that effectively combines a plane-sweeping algorithm with view synthesis for real-time, on-line 3D scene acquisition and view...
Ruigang Yang, Greg Welch, Gary Bishop
EGH
2007
Springer
13 years 10 months ago
Programmable shaders for deformation rendering
In this paper, we present a method for rendering deformations as part of the programmable shader pipeline of contemporary Graphical Processing Units. In our method, we allow gener...
Carlos D. Correa, Deborah Silver
TOG
2008
137views more  TOG 2008»
13 years 4 months ago
Efficient traversal of mesh edges using adjacency primitives
Processing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We pre...
Pedro V. Sander, Diego Nehab, Eden Chlamtac, Hugue...
EGH
2009
Springer
13 years 2 months ago
Parallel view-dependent tessellation of Catmull-Clark subdivision surfaces
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivision surfaces entirely on programmable graphics hardware. Our scheme extends th...
Anjul Patney, Mohamed S. Ebeida, John D. Owens