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32
Implementing Lattice Boltzmann Computation on Graphics Hardware
, 2003
"... LBM is a physicallybased approach that simulates the microscopic movement of fluid particles by simple, identical and local rules. We accelerate the computation of the LBM on generalpurpose graphics hardware, by grouping particle packets into 2D textures and mapping the Boltzmann equations complet ..."
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Cited by 71 (8 self)
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LBM is a physicallybased approach that simulates the microscopic movement of fluid particles by simple, identical and local rules. We accelerate the computation of the LBM on generalpurpose graphics hardware, by grouping particle packets into 2D textures and mapping the Boltzmann equations completely to the rasterization and frame buffer operations. We apply stitching and packing to further improve the performance. In addition, we propose techniques, namely range scaling and range separation, that systematically transform variables into the range required by graphics hardware and thus prevent overflow. These approaches can be extended to a compiler that automatically translates general calculations to operations on graphics hardware.
Mixing Translucent Polygons with Volumes
, 1999
"... We present an algorithm which renders opaque and/or translucent polygons embedded within volumetric data. The processing occurs such that all objects are composited in the correct order, by rendering thin slabs of the translucent polygons between volume slices using sliceorder volume rendering. We ..."
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Cited by 32 (1 self)
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We present an algorithm which renders opaque and/or translucent polygons embedded within volumetric data. The processing occurs such that all objects are composited in the correct order, by rendering thin slabs of the translucent polygons between volume slices using sliceorder volume rendering. We implemented our algorithm with OpenGL on current generalpurpose graphics systems. We discuss our system implementation, speed and image quality, as well as the renderings of several mixed scenes.
Interactive relighting of dynamic refractive objects
 ACM Transactions on Graphics
, 2008
"... Figure 1: Renderings produced by our technique at interactive rates. We present a new technique for interactive relighting of dynamic refractive objects with complex material properties. We describe our technique in terms of a rendering pipeline in which each stage runs entirely on the GPU. The rend ..."
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Cited by 25 (3 self)
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Figure 1: Renderings produced by our technique at interactive rates. We present a new technique for interactive relighting of dynamic refractive objects with complex material properties. We describe our technique in terms of a rendering pipeline in which each stage runs entirely on the GPU. The rendering pipeline converts surfaces to volumetric data, traces the curved paths of photons as they refract through the volume, and renders arbitrary views of the resulting radiance distribution. Our rendering pipeline is fast enough to permit interactive updates to lighting, materials, geometry, and viewing parameters without any precomputation. Applications of our technique include the visualization of caustics, absorption, and scattering while running physical simulations or while manipulating surfaces in real time.
Algorithms for interactive editing of level set models
 COMPUTER GRAPHICS FORUM
, 2005
"... Level set models combine a lowlevel volumetric representation, the mathematics of deformable implicit surfaces and powerful, robust numerical techniques to produce a novel approach to shape design. While these models offer many benefits, their largescale representation and numerical requirements c ..."
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Cited by 20 (9 self)
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Level set models combine a lowlevel volumetric representation, the mathematics of deformable implicit surfaces and powerful, robust numerical techniques to produce a novel approach to shape design. While these models offer many benefits, their largescale representation and numerical requirements create significant challenges when developing an interactive system. This paper describes the collection of techniques and algorithms (some new, some preexisting) needed to overcome these challenges and to create an interactive editing system for this new type of geometric model. We summarize the algorithms for producing level set input models and, more importantly, for localizing/minimizing computation during the editing process. These algorithms include distance calculations, scan conversion, closest point determination, fast marching methods, bounding box creation, fast and incremental mesh extraction, numerical integration and narrow band techniques. Together these algorithms provide the capabilities required for interactive editing of level set models.
Fast CSG Voxelization by Frame Buffer Pixel Mapping
, 2000
"... This paper describes a fast algorithm for the volume conversion and rendering of CSG models constructed from both geometric and volumetric primitives. Using 3D texture mapping and frame buffer pixel operations, the algorithm can interactively generate a binary volume of the CSG model. The result can ..."
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Cited by 14 (0 self)
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This paper describes a fast algorithm for the volume conversion and rendering of CSG models constructed from both geometric and volumetric primitives. Using 3D texture mapping and frame buffer pixel operations, the algorithm can interactively generate a binary volume of the CSG model. The result can be used for volume rendering and other applications. Boolean operations are implicitly computed by a PointClassification Map, and implemented by a hardware assisted frame buffer pixel map. The algorithm can be applied to any regions of interest of the model, thus provides a multiresolution rendering solution through dynamic voxelization of the viewing regions. Since no preprocessing is required for any change of the CSG tree, it can be used as an effective rendering tool in a volumetric CSG modeling environment.
GPUBased flow simulation with complex boundaries
, 2003
"... jellyfish swimming from right to left. Colored particles, injected at one end through a slit and advected by the flow, depicts the flow field. We present a physicallybased flow simulation which supports complex boundary conditions running on the graphics processing unit (GPU). We employ the Lattice ..."
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Cited by 14 (0 self)
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jellyfish swimming from right to left. Colored particles, injected at one end through a slit and advected by the flow, depicts the flow field. We present a physicallybased flow simulation which supports complex boundary conditions running on the graphics processing unit (GPU). We employ the Lattice Boltzmann Method (LBM), a relatively new discretespace discretetime method, for computing the flow field. To handle complex, moving and deformable boundaries, we propose a generic voxelization algorithm of the boundaries using depth peeling, and extend it to a dynamic boundary generation method that converts any geometric boundary to LBM boundary nodes onthefly. Our implementation incorporates various optimizations to fully exploit the computation power of the GPU. As a result, the GPUbased simulation can be an order of magnitude faster than the CPU version, while generating simulation results with the same accuracy.
Point cloud skeletons via laplacianbased contraction
 In Proc. Conf. on Shape Modeling and Appl
, 2010
"... Abstract—We present an algorithm for curve skeleton extraction via Laplacianbased contraction. Our algorithm can be applied to surfaces with boundaries, polygon soups, and point clouds. We develop a contraction operation that is designed to work on generalized discrete geometry data, particularly p ..."
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Cited by 14 (3 self)
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Abstract—We present an algorithm for curve skeleton extraction via Laplacianbased contraction. Our algorithm can be applied to surfaces with boundaries, polygon soups, and point clouds. We develop a contraction operation that is designed to work on generalized discrete geometry data, particularly point clouds, via local Delaunay triangulation and topological thinning. Our approach is robust to noise and can handle moderate amounts of missing data, allowing skeletonbased manipulation of point clouds without explicit surface reconstruction. By avoiding explicit reconstruction, we are able to perform skeletondriven topology repair of acquired point clouds in the presence of large amounts of missing data. In such cases, automatic surface reconstruction schemes tend to produce incorrect surface topology. We show that the curve skeletons we extract provide an intuitive and easytomanipulate structure for effective topology modification, leading to more faithful surface reconstruction. Keywordscurve skeleton; point cloud; Laplacian; contraction; topology repair; surface reconstruction I.
HardwareBased Voxelization for 3D Spatial Analysis
 Proceedings of CGIM ’02
, 2002
"... This paper presents and evaluates a fast graphics hardwarebased voxelization method to spatial analysis, which generates objectcoded volume data utilizing the Performer scenegraph. Two colorcoding algorithms are introduced. The first one resolves one object per voxel for a large number of objects ..."
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Cited by 9 (1 self)
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This paper presents and evaluates a fast graphics hardwarebased voxelization method to spatial analysis, which generates objectcoded volume data utilizing the Performer scenegraph. Two colorcoding algorithms are introduced. The first one resolves one object per voxel for a large number of objects. The second algorithm extends the first to identify multiple objects in one voxel, by using blending and the stencil buffer. This enables us to simulate the "object to voxel" behavior of softwarebased polygon voxelization techniques. The voxelization process utilizes the application window without interfering with the visual part of the application. The results show that the voxelization time is only dependent on the z resolution  the number of slices to be rendered. The comparison of the hardwareand the softwarebased voxelization method demonstrates that, especially for small resolutions of z, the hardwarebased method is much faster.
VoxelPipe : A Programmable Pipeline for 3D Vox elization BlendingBased Rasterization. HPG
, 2011
"... Figure 1 : A rendering of the Stanford Dragon voxelized at a resolution of 512 3 , with a fragment shader encoding the surface normal packed in 16 bits. Maxblending has been used to deterministically select a single pervoxel normal, later used for lighting computations in the final rendering pass ..."
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Cited by 7 (0 self)
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Figure 1 : A rendering of the Stanford Dragon voxelized at a resolution of 512 3 , with a fragment shader encoding the surface normal packed in 16 bits. Maxblending has been used to deterministically select a single pervoxel normal, later used for lighting computations in the final rendering pass. Abstract We present a highly flexible and efficient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thin voxelizations, multiple boolean, floating point, vectortyped render targets, userdefined vertex and fragment shaders, and a bucketing mode which can be used to generate 3D Abuffers containing the entire list of fragments belonging to each voxel. For maximum efficiency, voxelization is implemented as a sortmiddle tilebased rasterizer, while the Abuffer mode, essentially performing 3D binning of triangles over uniform grids, uses a sortlast pipeline. Despite its major flexibility, the performance of our tilebased rasterizer is always competitive with and sometimes more than an order of magnitude superior to that of stateoftheart binary voxelizers, whereas our bucketing system is up to 4 times faster than previous implementations. In both cases the results have been achieved through the use of careful loadbalancing and high performance sorting primitives.
A GPUbased voxelization approach to 3D minkowski sum computation
 In SPM ’10: Proceedings of the 14th ACM Symposium on Solid and Physical Modeling
, 2010
"... We present a new approach for computing the voxelized Minkowski sum of two polyhedral objects using programmable Graphics Processing Units (GPUs). We first cull out surface primitives that will not contribute to the final boundary of the Minkowski sum. The remaining surface primitives are then rende ..."
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Cited by 6 (0 self)
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We present a new approach for computing the voxelized Minkowski sum of two polyhedral objects using programmable Graphics Processing Units (GPUs). We first cull out surface primitives that will not contribute to the final boundary of the Minkowski sum. The remaining surface primitives are then rendered to depth textures along six orthogonal directions to generate an initial solid voxelization of the Minkowski sum. Finally we employ fast flood fill to find all the outside voxels. We generate both solid and surface voxelizations of Minkowski sums without holes and support high volumetric resolution of 1024 3 with low video memory cost. The whole algorithm runs on the GPU and is at least one order of magnitude faster than existing boundary representation (Brep) based algorithms for computing Minkowski sums of objects with curved surfaces at similar accuracy. It avoids complex 3D Boolean operations and is easy to implement. The voxelized Minkowski sums can be used in a variety of applications including motion planning and penetration depth computation.