The GPUs pack high computation power and a restricted architecture into easily available hardware today. They are now used as computation co-processors and come with pro-gramming models that treat them as standard parallel ar-chitectures. Ray casting is an inherently parallel and highly compute intensive operation. We explore the problem of real time ray casting of large deformable models (over a million triangles) on large displays (a million pixels) on an off-the-shelf GPU in this paper. We build a GPU-efficient three-dimensional data structure for this purpose and a corre-sponding algorithm that uses it for fast ray casting. We also present fast methods to build the data structure on the SIMD GPUs, including a fast multi-split operation....
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
Quadratic surfaces are frequently used primitives in geometric modeling and scientific visualization...
In this paper, we address the problem of the interactive volume rendering of unstructured meshes and...
The GPUs pack high computation power and a restricted architecture into easily available hardware to...
For many applications, such as walk-throughs or terrain visualization, drawing geometric primitives ...
Interactive visualization of large structured and unstructured data sets is a permanent challenge fo...
Interactive visualization of large structured and unstructured data sets is a permanent challenge fo...
The Volume Ray-Casting rendering algorithm, often used to produce medical imaging, is a well-known a...
ion coordination visualization GPU Ray-Casting method performances (using different Nvidia graphic c...
The rapid development of digital technology has enabled the real-time volume rendering of scientific...
In the last decade, computational power, memory bandwidth and programmability capabilities of graphi...
The elaboration deals with the analyses of two algorithms to GPU-rendering of surfaces, which are re...
Traditional 3D computer graphics focus on rendering the exterior of objects. Volume rendering is a t...
For ray-casting of non-rigid deformations, the direct approach (as opposed to the traditional indire...
Mg ion coordination visualization GPU Ray-Casting method performances (using different Nvidia graphi...
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
Quadratic surfaces are frequently used primitives in geometric modeling and scientific visualization...
In this paper, we address the problem of the interactive volume rendering of unstructured meshes and...
The GPUs pack high computation power and a restricted architecture into easily available hardware to...
For many applications, such as walk-throughs or terrain visualization, drawing geometric primitives ...
Interactive visualization of large structured and unstructured data sets is a permanent challenge fo...
Interactive visualization of large structured and unstructured data sets is a permanent challenge fo...
The Volume Ray-Casting rendering algorithm, often used to produce medical imaging, is a well-known a...
ion coordination visualization GPU Ray-Casting method performances (using different Nvidia graphic c...
The rapid development of digital technology has enabled the real-time volume rendering of scientific...
In the last decade, computational power, memory bandwidth and programmability capabilities of graphi...
The elaboration deals with the analyses of two algorithms to GPU-rendering of surfaces, which are re...
Traditional 3D computer graphics focus on rendering the exterior of objects. Volume rendering is a t...
For ray-casting of non-rigid deformations, the direct approach (as opposed to the traditional indire...
Mg ion coordination visualization GPU Ray-Casting method performances (using different Nvidia graphi...
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
Quadratic surfaces are frequently used primitives in geometric modeling and scientific visualization...
In this paper, we address the problem of the interactive volume rendering of unstructured meshes and...