Abstract In this paper we introduce an approximate image-space approach for real-time rendering of deformable translucent models by flattening the geometry and lighting information...
Yi Gong, Wei Chen, Long Zhang, Yun Zeng, Qunsheng ...
In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rel...
Johannes Hirche, Alexander Ehlert, Michael C. Dogg...
We consider the computation of shortest paths on Graphic Processing Units (GPUs). The blocked recursive elimination strategy we use is applicable to a class of algorithms (such as...
Computing large multiple protein sequence alignments using progressive alignment tools such as ClustalW requires several hours on state-of-the-art workstations. ClustalW uses a th...
The tracking of features in real-time video streams forms the integral part of many important applications in human-computer interaction and computer vision. Unfortunately trackin...