Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to...
Kayvon Fatahalian, Solomon Boulos, James Hegarty, ...
We describe algorithms for canonically partitioning semi-regular quadrilateral meshes into structured submeshes, using an adaptation of the geometric motorcycle graph of Eppstein ...
David Eppstein, Michael T. Goodrich, Ethan Kim, Ra...
Many vision applications require high-accuracy dense disparity maps in real-time and online. Due to time constraint, most real-time stereo applications rely on local winner-takes-a...
Minglun Gong, Ruigang Yang, Liang Wang 0002, Mingw...
This paper studies jump flooding as an algorithmic paradigm in the general purpose computation with GPU. As an example application of jump flooding, the paper discusses a constant...
We describe an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called P-Batched Dynamic Adaptiv...
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, F...