IEEE Trans Vis Comput Graph
August 2015
Texture compression is widely used in real-time rendering to reduce storage and bandwidth requirements. Recent research in compression algorithms has explored both reduced fixed bit rate and variable bit rate algorithms. The results are evaluated at the individual texture level using mean square error, peak signal-to-noise ratio, or visual image inspection.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
October 2012
Surface curvature is used in a number of areas in computer graphics, including texture synthesis and shape representation, mesh simplification, surface modeling, and nonphotorealistic line drawing. Most real-time applications must estimate curvature on a triangular mesh. This estimation has been limited to CPU algorithms, forcing object geometry to reside in main memory.
View Article and Find Full Text PDFWe present Glimmer, a new multilevel algorithm for multidimensional scaling designed to exploit modern graphics processing unit (GPU) hardware. We also present GPU-SF, a parallel, force-based subsystem used by Glimmer. Glimmer organizes input into a hierarchy of levels and recursively applies GPU-SF to combine and refine the levels.
View Article and Find Full Text PDFThis is the third in a series of articles that describe, through examples, how the Scientific Applications and Visualization Group (SAVG) at NIST has utilized high performance parallel computing, visualization, and machine learning to accelerate scientific discovery. In this article we focus on the use of high performance computing and visualization for simulations of nanotechnology.
View Article and Find Full Text PDFIn open surgery simulations, cuts like incisions and resections introduce irreversible changes to underlying geometry. In such circumstances, updating tetrahedral meshes for sophisticated physical modeling methods like finite elements becomes computationally intensive. We present an algorithm that does not need to update every time there is an incision.
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