GTC2013

Tag: rendering

Realistic Simulation of Tomato Garden Based on GPU

Realistic Simulation of Tomato Garden Based on GPU

| 24 January, 2013 | 0 Comments

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.

Continue Reading

Accurate Depth-of-Field Rendering Using Adaptive Bilateral Depth Filtering

Accurate Depth-of-Field Rendering Using Adaptive Bilateral Depth Filtering

| 14 January, 2013 | 0 Comments

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.

Continue Reading

Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces

Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces

| 6 August, 2012 | 0 Comments

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.

Continue Reading

CUDA Demo of Swarming Behavior modeled on GPU

CUDA Demo of Swarming Behavior modeled on GPU

| 7 February, 2012 | 0 Comments

Demonstration of swarming behavior modeled on a Nvidia GPU with CUDA language.

Continue Reading

Efficient shallow water simulations on GPUs: Implementation, visualization, verification, and validation

Efficient shallow water simulations on GPUs: Implementation, visualization, verification, and validation

| 29 January, 2012 | 0 Comments

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.

Continue Reading

GPU PRO 3: Advanced Rendering Techniques

GPU PRO 3: Advanced Rendering Techniques

| 23 January, 2012 | 0 Comments

GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

Continue Reading

GPU Hardware Rendering with 3ds Max and Quicksilver

GPU Hardware Rendering with 3ds Max and Quicksilver

| 19 January, 2012 | 0 Comments

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.

Continue Reading

Scalable Multi-GPU Decoupled Parallel Rendering Approach in Shared Memory Architecture

Scalable Multi-GPU Decoupled Parallel Rendering Approach in Shared Memory Architecture

| 12 January, 2012 | 0 Comments

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.

Continue Reading

A Large-Scale Terrain Rendering Method With GPU-Based Geometry Compression

A Large-Scale Terrain Rendering Method With GPU-Based Geometry Compression

| 11 January, 2012 | 0 Comments

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

Continue Reading

Optimizing Monte Carlo radiosity on graphics hardware

Optimizing Monte Carlo radiosity on graphics hardware

| 11 November, 2011 | 0 Comments

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

Continue Reading