Interactive volume rendering methods such as texture-based slicing techniques and ray-casting have been well developed in recent years. The rendering performance is generally restr...
We study the behavior of simple, 2-D, self-organizing primitives that interact and move in an unbounded environment to create aggregated shapes. Each primitive is represented by a ...
We present a fast vectorized implementation of a transform that maps points in the unit square to the surface of the sphere, while preserving fractional area. The mapping uses the ...
Hierarchical spatial data structures provide a means for organizing data for efficient processing. Most spatial data structures are optimized for performing queries, such as inters...
Elena Jakubiak Hutchinson, Sarah F. Frisken, Ronal...
This is an algorithm for finding neighbors for point objects that can freely move and have no predefined position. The query sphere consists of a center location and a given radiu...
Abstract. Soft shadow mapping is an attractive solution to the problem of realtime soft shadows because it works with any kind of rasterizable geometry (in particular alpha-transpa...
Abstract. This article presents uniform B-spline interpolation, completely contained on the graphics processing unit (GPU). This implies that the CPU does not need to compute any l...
Daniel Ruijters, Bart M. ter Haar Romeny, Paul Sue...
This paper describes a series of optimizations for implementing the high-quality Malvar-He-Cutler Bayer demosaicing filter on a GPU in OpenGL. Applying this filter is the first st...
Abstract. We explore the implications of reversing the process of shadow computation for real-time applications that model complex reflectance and lighting (such as that specified ...
A sensor located inside a digital camera is only able to measure the light which is reflected by an object. The reflected light varies with the spectral power distribution of the ...