The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even ...
We demonstrate the use of highly parallel graphics processing units (GPUs) to accelerate the Superposition/Convolution (S/C) algorithm to interactive rates while reducing the numbe...
Robert Jacques, Russell Taylor, John Wong, Todd Mc...
In this paper we describe a cellular automaton (CA) used to perform the watershed transform in N-D images. Our method is based on image integration via the Ford-Bellman shortest p...
We present a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive ...