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EGH
2003
Springer
14 years 19 days ago
Mesh mutation in programmable graphics hardware
We show how a future graphics processor unit (GPU), enhanced with random read and write to video memory, can represent, refine and adjust complex meshes arising in modeling, simu...
Le-Jeng Shiue, Vineet Goel, Jörg Peters
EGH
2003
Springer
14 years 19 days ago
Photon mapping on programmable graphics hardware
We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The...
Timothy J. Purcell, Craig Donner, Mike Cammarano, ...
EGH
2003
Springer
14 years 19 days ago
The FFT on a GPU
The Fourier transform is a well known and widely used tool in many scientific and engineering fields. The Fourier transform is essential for many image processing techniques, in...
Kenneth Moreland, Edward Angel
EGH
2003
Springer
14 years 19 days ago
An effective hardware architecture for bump mapping using angular operation
In this paper, we propose an effective bump mapping algorithm that utilizes the reference space with the polar coordinate system and also propose a new hardware architecture assoc...
S. G. Lee, W. C. Park, W. J. Lee, T. D. Han, S. B....
EGH
2003
Springer
14 years 19 days ago
Simulation of cloud dynamics on graphics hardware
This paper presents a physically-based, visually-realistic interactive cloud simulation. Clouds in our system are modeled using partial differential equations describing fluid mot...
Mark J. Harris, William V. Baxter, Thorsten Scheue...
EGH
2003
Springer
14 years 19 days ago
3D graphics LSI core for mobile phone "Z3D"
Masatoshi Kameyama, Yoshiyuki Kato, Hitoshi Fujimo...
EGH
2003
Springer
14 years 19 days ago
Automatic shader level of detail
Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the c...
Marc Olano, Bob Kuehne, Maryann Simmons
EGH
2003
Springer
14 years 19 days ago
A multigrid solver for boundary value problems using programmable graphics hardware
—We present a method for using programmable graphics hardware to solve a variety of boundary value problems. The time-evolution of such problems is frequently governed by partial...
Nolan Goodnight, Cliff Woolley, Gregory Lewin, Dav...
EGH
2003
Springer
14 years 19 days ago
GPU algorithms for radiosity and subsurface scattering
We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two di...
Nathan A. Carr, Jesse D. Hall, John C. Hart