: In this paper, we apply Particle-based Volume Rendering (PBVR) technique using a current programmable GPU architecture. Recently, the increasing programmability of GPU offers an ...
Naohisa Sakamoto, Jorji Nonaka, Koji Koyamada, Sat...
Many large scale physics-based simulations which take place on PC clusters or supercomputers produce huge amounts of data including vector fields. While these vector data such as ...
We present an interactive visualization approach for the dense representation of unsteady 3D flow fields. The first part of this approach is a GPU-based 3D texture advection schem...
This paper will examine hypertexture rendering techniques and will demonstrate how volume data sets may be adapted in order for hypertexture to be applied. Details are given of a c...
This paper describes a fast algorithm for the volume conversion and rendering of CSG models constructed from both geometric and volumetric primitives. Using 3D texture mapping and...