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Träfflista för sökning "WFRF:(Doggett Michael) "

Sökning: WFRF:(Doggett Michael)

  • Resultat 1-10 av 34
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1.
  • Meißner, Michael, et al. (författare)
  • Accelerating volume rendering using an on-chip sram occupancy map
  • 2001
  • Ingår i: ISCAS 2001. - Piscataway, NJ : IEEE Communications Society. - 0780366859 ; , s. 757-760
  • Konferensbidrag (refereegranskat)abstract
    • One of the most severe problems for ray casting architectures is the waste of computation cycles and I/O bandwidth, due to redundant sampling of empty space. While several techniques exist for software implementations to skip these empty regions, few are suitable for hardware implementation. The few which have been presented either require a tremendous amount of logic or are not feasible for high frequency designs (i.e. running at 100 MHz) where latency is the one of the biggest issues. In this paper, we present an efficient space leaping approach which requires only a small amount of SRAM (4 Kbit for a 256 3 volume) and can be easily integrated into ray casting architectures. For each subcube of the volume, a bit is stored in an occupancy map, indicating whether the subcube is empty or not. Using a set of real-world datasets, we show that frame-rates well above 15 frames per second can be accomplished for the VIZARD II volume rendering architecture
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3.
  • Meißner, Michael, et al. (författare)
  • VIZARD II : a reconfigurable interactive volume rendering system
  • 2002
  • Ingår i: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics Hardware. - New York : Association for Computing Machinery (ACM). - 1581135807 ; , s. 137-146
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a reconfigurable, hardware accelerated, volume rendering system for high quality perspective ray casting. The volume rendering accelerator performs ray casting by calculating the path of the ray through the volume using a programmable Xilinx Virtex FPGA which provides fast design changes and low cost development. Volume datasets are stored on the card in low profile DIMMs with standard connectors allowing both, large datasets up to 1 GByte with 32 bit per voxel, and easy upgrades to larger memory capacities. Per-sample Phong shading and post-classification is performed in hardware, giving immediate feedback to changes in the visualization of a dataset. Adding new features, such as pre-integrated classification, can be accomplished using the existing card without expensive and time consuming redesigns. The card can also be used for medical image reconstruction by reconfiguring the FPGA broadening its usefulness for end users. For the first time, users are able to generate high quality perspective images as required for applications such as virtual endoscopy and colonoscopy, and stereoscopic image generation.
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5.
  • Boo, M., et al. (författare)
  • Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy
  • 2013
  • Ingår i: Computer Journal. - : Oxford University Press (OUP). - 1460-2067 .- 0010-4620. ; 56:7, s. 843-851
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of triangular meshes on the graphics processing unit (GPU). Tessellation is performed according to a local test to generate primitives dynamically. The refinement procedure does not require the pre-computation of any refinement pattern. The resulting adaptive procedure is efficient and simple, and generates the tessellation pattern of each triangle dynamically. The non-recursive strategy simplifies mesh reconstruction, avoids irregular memory access patterns and uses a simple control flow to make it a good candidate to guide the evolution of tessellation algorithms on future graphics cards. To test our proposal, we have used the geometry shader of current GPUs to generate primitives dynamically.
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6.
  • Buchanan, Philip, et al. (författare)
  • Automatic Single-View Character Model Reconstruction
  • 2013
  • Ingår i: Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling. - New York, NY, USA : ACM. - 9781450322058 ; , s. 5-14
  • Konferensbidrag (refereegranskat)
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7.
  • Buchanan, Philip, et al. (författare)
  • Structural Vectorization of Raster Images
  • 2012
  • Ingår i: [Host publication title missing]. - New York, NY, USA : ACM. - 9781450314732 ; , s. 319-324
  • Konferensbidrag (refereegranskat)
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8.
  • Cepeda, Montserrat Bóo, et al. (författare)
  • Hardware support for adaptive subdivision surface rendering
  • 2001
  • Ingår i: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware. - New York : Association for Computing Machinery (ACM). - 158113407X ; , s. 33-40
  • Konferensbidrag (refereegranskat)abstract
    • Adaptive subdivision of triangular meshes is highly desirable for surface generation algorithms including adaptive displacement mapping in which a highly detailed model can be constructed from a coarse triangle mesh and a displacement map. The communication requirements between the CPU and the graphics pipeline can be reduced if more detailed and complex surfaces are generated, as in displacement mapping, by an adaptive tessellation unit which is part of the graphics pipeline. Generating subdivision surfaces requires a large amount of memory in whicmultiple arbitrary accesses are required to neighbouring vertices to calculate the new vertices. In this paper we present a meshing scheme and new architecture for the implementation of adaptive subdivision of triangular meshes that allows for quick access using a small memory making it feasible in hardware, while at the same time allowing for new vertices to be adaptively inserted. The architecutre is regular and characterized by an efficient data management that minimizes the data storage and avoids the wait cycles that would be associated with the multiple data accesses required for traditional subdivision. This architecture is presented as an improvement for adaptive displacement mapping algorithms, but could also be used for adaptive subdivision surface generation in hardware.
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9.
  • Concheiro, Raquel, et al. (författare)
  • Efficient culling techniques for interactive deformable NURBS surfaces on GPU
  • 2016
  • Ingår i: VISIGRAPP 2016 - Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications. - 9789897581755 ; , s. 17-27
  • Konferensbidrag (refereegranskat)abstract
    • NURBS (Non-uniform rational B-splines) surfaces are the standard freeform representation in Computer- Aided Design (CAD) applications. Rendering NURBS surfaces accurately while they are interactively manipulated and deformed is a challenging task. In order to achieve it, the elimination from pipeline in early stages of back-facing surfaces or surface pieces is a key advantage. Furthermore, an effective interactive manipulation implies that all the culling computations should be performed for each frame, facing the possibility of fast changes in occlusion information. In this paper, different interactive culling strategies for NURBS surfaces are presented and analyzed. These culling techniques are based on the exploitation of the geometric properties presented in a NURBS surface, that allow easily to find bounds for it in screen space for each frame. Furthermore, the culling overhead for our proposals is small compared to the computational saving, outperforming a proposal without culling. An implementation of these strategies using current GPUs is presented, achieving real-time and interactive rendering rates of complex parametric models.
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10.
  • Concheiro, Raquel, et al. (författare)
  • Interactive rendering of NURBS surfaces
  • 2014
  • Ingår i: Computer-Aided Design. - : Elsevier BV. - 0010-4485. ; 56, s. 34-44
  • Tidskriftsartikel (refereegranskat)abstract
    • NURBS (Non-uniform rational B-splines) surfaces are one of the most useful primitives employed for high quality modeling in CAD/CAM tools and graphics software. Since direct evaluation of NURBS surfaces on the GPU is a highly complex task, the usual approach for rendering NURBS is to perform the conversion into Bezier surfaces on the CPU, and then evaluate and tessellate them on the GPU. In this paper we present a new proposal for rendering NURBS surfaces directly on the GPU in order to achieve interactive and real-time rendering. Our proposal, Rendering Pipeline for NURBS Surfaces (RPNS), is based on a new primitive KSQuad that uses a regular and flexible processing of NURBS surfaces, while maintaining their main geometric properties to achieve real-time rendering. RPNS performs an efficient adaptive discretization to fine tune the density of primitives needed to avoid cracks and holes in the final image, applying an efficient non-recursive evaluation of the basis function on the GPU. An implementation of RPNS using current GPUs is presented, achieving real-time rendering rates of complex parametric models. Our experimental tests show a performance several orders of magnitude higher than traditional approximations based on NURBS to Bezier conversion. (C) 2014 Elsevier Ltd. All rights reserved.
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