Kalte H, Porrmann M, Rückert U. Using a Dynamically Reconfigurable System to Accelerate Octree Based 3D Graphics. In: Proceedings of the International Conference on Parallel and Distributed Processing Techniques and Applications (PDPTA´2000). Vol 5. Monte Carlo Resort, Las Vegas, Nevada, USA; 2000: 2819-2824
In spatial subdivision-based collision detection methods on GPUs, uniform subdivision works well for...
The quality of images produced by Discrete Ray-Tracing voxel spaces is highly dependent on 3d grid r...
We present the newly developed code, GAMER (GPU-accelerated Adaptive MEsh Refinement code), which ha...
This thesis focuses on the construction of octree for three-dimensional triangular models on graphic...
International audienceWe present a parallel octree carving algorithm applied to real time 3D modelin...
We present a parallel octree carving algorithm applied to real time 3D modeling from multiple video ...
We implement an interactive 3D painting application that stores paint in an octree-like GPU-based ad...
10.1145/2556700.2556710Proceedings of the Symposium on Interactive 3D Graphics47-5
We present a system that combines voxel and polygonal representations into a single octree accelerat...
This paper proposes a high-performance real time 3D scanning method using GPU by extending Octree Ki...
This article suggests a new approach to discrete Ray-Tracing in which a two step three-dimensional D...
We present the newly developed code, GPU-accelerated Adaptive-MEsh-Refinement code (GAMER), which ad...
The interactive visualization and exploration of large scientific data sets is a challenging and dif...
Current processors provide high performance through parallelism by integrat-ing more and more comput...
Presently, dynamic surface-based models are required to contain increasingly larger numbers of point...
In spatial subdivision-based collision detection methods on GPUs, uniform subdivision works well for...
The quality of images produced by Discrete Ray-Tracing voxel spaces is highly dependent on 3d grid r...
We present the newly developed code, GAMER (GPU-accelerated Adaptive MEsh Refinement code), which ha...
This thesis focuses on the construction of octree for three-dimensional triangular models on graphic...
International audienceWe present a parallel octree carving algorithm applied to real time 3D modelin...
We present a parallel octree carving algorithm applied to real time 3D modeling from multiple video ...
We implement an interactive 3D painting application that stores paint in an octree-like GPU-based ad...
10.1145/2556700.2556710Proceedings of the Symposium on Interactive 3D Graphics47-5
We present a system that combines voxel and polygonal representations into a single octree accelerat...
This paper proposes a high-performance real time 3D scanning method using GPU by extending Octree Ki...
This article suggests a new approach to discrete Ray-Tracing in which a two step three-dimensional D...
We present the newly developed code, GPU-accelerated Adaptive-MEsh-Refinement code (GAMER), which ad...
The interactive visualization and exploration of large scientific data sets is a challenging and dif...
Current processors provide high performance through parallelism by integrat-ing more and more comput...
Presently, dynamic surface-based models are required to contain increasingly larger numbers of point...
In spatial subdivision-based collision detection methods on GPUs, uniform subdivision works well for...
The quality of images produced by Discrete Ray-Tracing voxel spaces is highly dependent on 3d grid r...
We present the newly developed code, GAMER (GPU-accelerated Adaptive MEsh Refinement code), which ha...