Surface curvature is used in a number of areas in computer graphics including mesh simplification, surface modeling and denoising, feature detection, and non-photorealistic line drawing techniques. Most applications must estimate surface curvature, due to the use of discrete models such as triangular meshes. Until recently, curvature estimation has been limited to CPU algorithms, forcing object geometry to reside in main memory. More computational work is being done directly on the GPU, and it is increasingly common for object geometry to only exist in GPU memory. Examples include vertex skinned animations, isosurfaces from GPU-based surface reconstruction algorithms, or triangular meshes generated by hardware tessellation units. All of the...
Figure 1: Example scenes showing our real-time surface deformation technique. The user-controlled ca...
In Computer Aided Design (CAD) 3D objects are often represented in form of trimmed NURBS surfaces. H...
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex ...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Figure 1: On the left is one frame of an elephant animation visualizing estimated curvature. Blue in...
Today's GPUs, thanks to their performance and programmability (this property wasn't available until ...
Graphics hardware has been progressively optimized to render more triangles with increasingly flexib...
frame (17 fps) on a GTX 680; the right view renders at 41 ms (24 fps) on a 1280×720 viewport with 4 ...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
In this paper a new hardware accelerated method is presented to evaluate the machinability of free-f...
[Abstract] Although the first electronic circuit specifically designed to accelerate rendering was d...
We present a GPU-based framework for extracting surface and curve skeletons of 3D shapes represented...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Figure 1: Example scenes showing our real-time surface deformation technique. The user-controlled ca...
In Computer Aided Design (CAD) 3D objects are often represented in form of trimmed NURBS surfaces. H...
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex ...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Figure 1: On the left is one frame of an elephant animation visualizing estimated curvature. Blue in...
Today's GPUs, thanks to their performance and programmability (this property wasn't available until ...
Graphics hardware has been progressively optimized to render more triangles with increasingly flexib...
frame (17 fps) on a GTX 680; the right view renders at 41 ms (24 fps) on a 1280×720 viewport with 4 ...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
In this paper a new hardware accelerated method is presented to evaluate the machinability of free-f...
[Abstract] Although the first electronic circuit specifically designed to accelerate rendering was d...
We present a GPU-based framework for extracting surface and curve skeletons of 3D shapes represented...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Figure 1: Example scenes showing our real-time surface deformation technique. The user-controlled ca...
In Computer Aided Design (CAD) 3D objects are often represented in form of trimmed NURBS surfaces. H...
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex ...