The objective of this study is to present a fast algorithm to simulate a virtual tomato garden based on GPUs acceleration. Parametric L-system is used to describe the topological structure of individual tomato plants.
This paper presents a new method to simulate the depth-of-field effects with bilateral depth filtering. Unlike the traditional rendering methods that handle the depth-of-field with Gaussian filtering, we develop a new DoF filter, called adaptive bilateral depth filter, to adaptively postfilter the pixels according to their depth variance.
We present a novel method for high-performance GPU-based rendering of Catmull-Clark subdivision surfaces. Unlike previous methods, our algorithm computes the true limit surface up to machine precision, and is capable of rendering surfaces that conform to the full RenderMan specification for Catmull-Clark surfaces.
Efficient shallow water simulations on GPUs: Implementation, visualization, verification, and validation
In this paper, we present an efficient implementation of a state-of-the-art high-resolution explicit scheme for the shallow water equations on graphics processing units.
In the video Gary Davis of Autodesk covers his 90-minute lecture from Autodesk University 2011, focusing on GPU-accelerated rendering within Autodesk 3ds Max 2012.
We describe a decoupled parallel rendering approach and enable the two stages to execute in parallel. With the frame buffer in the main memory, the full image rendering time is totally decided by the GPU rendering ability when the rendering task is large enough.
We present a large-scale terrain rendering method, which is based on restricted quadtree meshes. The error metric method corresponds to parallel computing requires, and processes the error metric and triangulation by GPU, to improve the rending efficiency of image hardware, and save the running time of CPU
In this paper we present an implementation of the Monte Carlo radiosity algorithm on the GPU using CUDA. Our proposal is based on the partition of the scene into sub-scenes to be processed in parallel to exploit the graphics card structure