Sciweavers

JGTOOLS
2008
126views more  JGTOOLS 2008»
13 years 4 months ago
Simple Empty-Space Removal for Interactive Volume Rendering
Interactive volume rendering methods such as texture-based slicing techniques and ray-casting have been well developed in recent years. The rendering performance is generally restr...
Vincent Vidal 0002, Xing Mei, Philippe Decaudin
JGTOOLS
2008
78views more  JGTOOLS 2008»
13 years 4 months ago
Calculating Center of Mass in an Unbounded 2D Environment
We study the behavior of simple, 2-D, self-organizing primitives that interact and move in an unbounded environment to create aggregated shapes. Each primitive is represented by a ...
Linge Bai, David E. Breen
JGTOOLS
2008
109views more  JGTOOLS 2008»
13 years 4 months ago
Fast Equal-Area Mapping of the (Hemi)Sphere using SIMD
We present a fast vectorized implementation of a transform that maps points in the unit square to the surface of the sphere, while preserving fractional area. The mapping uses the ...
Petrik Clarberg
JGTOOLS
2008
100views more  JGTOOLS 2008»
13 years 4 months ago
Proximity Cluster Trees
Hierarchical spatial data structures provide a means for organizing data for efficient processing. Most spatial data structures are optimized for performing queries, such as inters...
Elena Jakubiak Hutchinson, Sarah F. Frisken, Ronal...
JGTOOLS
2008
53views more  JGTOOLS 2008»
13 years 4 months ago
Query Sphere Indexing for Neighborhood Requests
This is an algorithm for finding neighbors for point objects that can freely move and have no predefined position. The query sphere consists of a center location and a given radiu...
Nicolas Brodu
JGTOOLS
2008
137views more  JGTOOLS 2008»
13 years 4 months ago
Robust Soft Shadow Mapping with Backprojection and Depth Peeling
Abstract. Soft shadow mapping is an attractive solution to the problem of realtime soft shadows because it works with any kind of rasterizable geometry (in particular alpha-transpa...
Louis Bavoil, Steven P. Callahan, Cláudio T...
JGTOOLS
2008
98views more  JGTOOLS 2008»
13 years 4 months ago
Efficient GPU-Based Texture Interpolation using Uniform B-Splines
Abstract. This article presents uniform B-spline interpolation, completely contained on the graphics processing unit (GPU). This implies that the CPU does not need to compute any l...
Daniel Ruijters, Bart M. ter Haar Romeny, Paul Sue...
JGTOOLS
2008
168views more  JGTOOLS 2008»
13 years 4 months ago
Efficient, High-Quality Bayer Demosaic Filtering on GPUs
This paper describes a series of optimizations for implementing the high-quality Malvar-He-Cutler Bayer demosaicing filter on a GPU in OpenGL. Applying this filter is the first st...
Morgan McGuire
JGTOOLS
2008
189views more  JGTOOLS 2008»
13 years 4 months ago
Subtractive Shadows: A Flexible Framework for Shadow Level of Detail
Abstract. We explore the implications of reversing the process of shadow computation for real-time applications that model complex reflectance and lighting (such as that specified ...
Christopher DeCoro, Szymon Rusinkiewicz
JGTOOLS
2008
151views more  JGTOOLS 2008»
13 years 4 months ago
GPU Color Constancy
A sensor located inside a digital camera is only able to measure the light which is reflected by an object. The reflected light varies with the spectral power distribution of the ...
Marc Ebner