28-Issue 8

Permanent URI for this collection


eNVyMyCar: A Multiplayer Car Racing Game for Teaching Computer Graphics

Ganovelli, F.
Corsini, M.

Interactive Graphics for Computer Adaptive Testing

Cheng, I.
Basu, A.

Fast Inverse Reflector Design (FIRD)

Mas, A.
Martin, I.
Patow, G.

Autostereoscopic Rendering of Multiple Light Fields

Escriva, M.
Blasco, J.
Abad, F.
Camahort, E.
Vivo, R.

Procedural Arrangement of Furniture for Real-Time Walkthroughs

Germer, T.
Schwarz, M.

Semi-Supervised Learning in Reconstructed Manifold Space for 3D Caricature Generation

Liu, Junfa
Chen, Yiqiang
Miao, Chunyan
Xie, Jinjing
Ling, Charles X.
Gao, Xingyu
Gao, Wen

Interactive Pixel-Accurate Free Viewpoint Rendering from Images with Silhouette Aware Sampling

Hornung, A.
Kobbelt, L.

Volumetric Billboards

Decaudin, Philippe
Neyret, Fabrice

Adaptive Interleaved Sampling for Interactive High-Fidelity Rendering

Dubla, P.
Debattista, K.
Chalmers, A.

GPU Rendering of Relief Mapped Conical Frusta

Bhagvat, D.
Jeschke, S.
Cline, D.
Wonka, P.

Interactive Fibre Structure Visualization of the Heart

Peeters, T. H. J. M.
Vilanova, A.
Romeny, B. M. ter Haar

A Shape Grammar for Developing Glyph-based Visualizations

Karnick, P.
Jeschke, S.
Cline, D.
Razdan, A.
Wentz, E.
Wonka, P.

Time-Adaptive Lines for the Interactive Visualization of Unsteady Flow Data Sets

Cuntz, N.
Pritzkau, A.
Kolb, A.

Fast Isosurface Rendering on a GPU by Cell Rasterization

Liu, B.
Clapworthy, G. J.
Dong, F.

A Framework for Interactive Hypertexture Modelling

Gilet, G.
Dischler, J.M.

Instant Caching for Interactive Global Illumination

Debattista, K.
Dubla, P.
Banterle, F.
Santos, L.P.
Chalmers, A.

Geometry Images of Arbitrary Genus in the Spherical Domain

Gauthier, M.
Poulin, P.

g-BRDFs: An Intuitive and Editable BTF Representation

Menzel, N.
Guthe, M.

GIzMOs: Genuine Image Mosaics with Adaptive Tiling

Pavic, D.
Ceumern, U.
Kobbelt, L.

Semi-Uniform Adaptive Patch Tessellation

Dyken, C.
Reimers, M.
Seland, J.

Robust and Efficient Surface Reconstruction From Range Data

Labatut, P.
Pons, J.-P.
Keriven, R.

Wipe-Off: An Intuitive Interface for Exploring Ultra-Large Multi-Spectral Data Sets for Cultural Heritage Diagnostics

Ponto, K.
Seracini, M.
Kuester, F.

Robust and Optimized Algorithms for the Point-in-Polygon Inclusion Test without Pre-processing

Jimenez, J. J.
Feito, F. R.
Segura, R. J.

Tactics-Based Behavioural Planning for Goal-Driven Rigid Body Control

Zickler, Stefan
Veloso, Manuela

A Bayesian Monte Carlo Approach to Global Illumination

Brouillat, Jonathan
Bouville, Christian
Loos, Brad
Hansen, Charles
Bouatouch, Kadi

Replica Exchange Light Transport

Kitaoka, Shinya
Kitamura, Yoshifumi
Kishino, Fumio

High Dynamic Range Imaging and Low Dynamic Range Expansion for Generating HDR Content

Banterle, Francesco
Debattista, Kurt
Artusi, Alessandro
Pattanaik, Sumanta
Myszkowski, Karol
Ledda, Patrick
Chalmers, Alan

Fast Four-Way Parallel Radix Sorting on GPUs

Ha, Linh
Krueger, Jens
Silva, Claudio T.

Erratum


Bounding Volume Hierarchies of Slab Cut Balls

Larsson, T.
Akenine-Moeller, T.

Table of Contents and Cover



BibTeX (28-Issue 8)
                
@article{
10.1111:j.1467-8659.2009.01425.x,
journal = {Computer Graphics Forum}, title = {{
eNVyMyCar: A Multiplayer Car Racing Game for Teaching Computer Graphics}},
author = {
Ganovelli, F.
and
Corsini, M.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01425.x}
}
                
@article{
10.1111:j.1467-8659.2009.01427.x,
journal = {Computer Graphics Forum}, title = {{
Interactive Graphics for Computer Adaptive Testing}},
author = {
Cheng, I.
and
Basu, A.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01427.x}
}
                
@article{
10.1111:j.1467-8659.2009.01430.x,
journal = {Computer Graphics Forum}, title = {{
Fast Inverse Reflector Design (FIRD)}},
author = {
Mas, A.
and
Martin, I.
and
Patow, G.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01430.x}
}
                
@article{
10.1111:j.1467-8659.2009.01431.x,
journal = {Computer Graphics Forum}, title = {{
Autostereoscopic Rendering of Multiple Light Fields}},
author = {
Escriva, M.
and
Blasco, J.
and
Abad, F.
and
Camahort, E.
and
Vivo, R.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01431.x}
}
                
@article{
10.1111:j.1467-8659.2009.01351.x,
journal = {Computer Graphics Forum}, title = {{
Procedural Arrangement of Furniture for Real-Time Walkthroughs}},
author = {
Germer, T.
and
Schwarz, M.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01351.x}
}
                
@article{
10.1111:j.1467-8659.2009.01418.x,
journal = {Computer Graphics Forum}, title = {{
Semi-Supervised Learning in Reconstructed Manifold Space for 3D Caricature Generation}},
author = {
Liu, Junfa
and
Chen, Yiqiang
and
Miao, Chunyan
and
Xie, Jinjing
and
Ling, Charles X.
and
Gao, Xingyu
and
Gao, Wen
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01418.x}
}
                
@article{
10.1111:j.1467-8659.2009.01416.x,
journal = {Computer Graphics Forum}, title = {{
Interactive Pixel-Accurate Free Viewpoint Rendering from Images with Silhouette Aware Sampling}},
author = {
Hornung, A.
and
Kobbelt, L.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01416.x}
}
                
@article{
10.1111:j.1467-8659.2009.01354.x,
journal = {Computer Graphics Forum}, title = {{
Volumetric Billboards}},
author = {
Decaudin, Philippe
and
Neyret, Fabrice
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01354.x}
}
                
@article{
10.1111:j.1467-8659.2009.01419.x,
journal = {Computer Graphics Forum}, title = {{
Adaptive Interleaved Sampling for Interactive High-Fidelity Rendering}},
author = {
Dubla, P.
and
Debattista, K.
and
Chalmers, A.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01419.x}
}
                
@article{
10.1111:j.1467-8659.2009.01420.x,
journal = {Computer Graphics Forum}, title = {{
GPU Rendering of Relief Mapped Conical Frusta}},
author = {
Bhagvat, D.
and
Jeschke, S.
and
Cline, D.
and
Wonka, P.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01420.x}
}
                
@article{
10.1111:j.1467-8659.2009.01421.x,
journal = {Computer Graphics Forum}, title = {{
Interactive Fibre Structure Visualization of the Heart}},
author = {
Peeters, T. H. J. M.
and
Vilanova, A.
and
Romeny, B. M. ter Haar
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01421.x}
}
                
@article{
10.1111:j.1467-8659.2009.01428.x,
journal = {Computer Graphics Forum}, title = {{
A Shape Grammar for Developing Glyph-based Visualizations}},
author = {
Karnick, P.
and
Jeschke, S.
and
Cline, D.
and
Razdan, A.
and
Wentz, E.
and
Wonka, P.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01428.x}
}
                
@article{
10.1111:j.1467-8659.2009.01426.x,
journal = {Computer Graphics Forum}, title = {{
Time-Adaptive Lines for the Interactive Visualization of Unsteady Flow Data Sets}},
author = {
Cuntz, N.
and
Pritzkau, A.
and
Kolb, A.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01426.x}
}
                
@article{
10.1111:j.1467-8659.2009.01422.x,
journal = {Computer Graphics Forum}, title = {{
Fast Isosurface Rendering on a GPU by Cell Rasterization}},
author = {
Liu, B.
and
Clapworthy, G. J.
and
Dong, F.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01422.x}
}
                
@article{
10.1111:j.1467-8659.2009.01436.x,
journal = {Computer Graphics Forum}, title = {{
A Framework for Interactive Hypertexture Modelling}},
author = {
Gilet, G.
and
Dischler, J.M.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01436.x}
}
                
@article{
10.1111:j.1467-8659.2009.01435.x,
journal = {Computer Graphics Forum}, title = {{
Instant Caching for Interactive Global Illumination}},
author = {
Debattista, K.
and
Dubla, P.
and
Banterle, F.
and
Santos, L.P.
and
Chalmers, A.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01435.x}
}
                
@article{
10.1111:j.1467-8659.2009.01434.x,
journal = {Computer Graphics Forum}, title = {{
Geometry Images of Arbitrary Genus in the Spherical Domain}},
author = {
Gauthier, M.
and
Poulin, P.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01434.x}
}
                
@article{
10.1111:j.1467-8659.2009.01432.x,
journal = {Computer Graphics Forum}, title = {{
g-BRDFs: An Intuitive and Editable BTF Representation}},
author = {
Menzel, N.
and
Guthe, M.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01432.x}
}
                
@article{
10.1111:j.1467-8659.2009.01437.x,
journal = {Computer Graphics Forum}, title = {{
GIzMOs: Genuine Image Mosaics with Adaptive Tiling}},
author = {
Pavic, D.
and
Ceumern, U.
and
Kobbelt, L.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01437.x}
}
                
@article{
10.1111:j.1467-8659.2009.01438.x,
journal = {Computer Graphics Forum}, title = {{
Semi-Uniform Adaptive Patch Tessellation}},
author = {
Dyken, C.
and
Reimers, M.
and
Seland, J.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01438.x}
}
                
@article{
10.1111:j.1467-8659.2009.01530.x,
journal = {Computer Graphics Forum}, title = {{
Robust and Efficient Surface Reconstruction From Range Data}},
author = {
Labatut, P.
and
Pons, J.-P.
and
Keriven, R.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01530.x}
}
                
@article{
10.1111:j.1467-8659.2009.01532.x,
journal = {Computer Graphics Forum}, title = {{
Wipe-Off: An Intuitive Interface for Exploring Ultra-Large Multi-Spectral Data Sets for Cultural Heritage Diagnostics}},
author = {
Ponto, K.
and
Seracini, M.
and
Kuester, F.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01532.x}
}
                
@article{
10.1111:j.1467-8659.2009.01481.x,
journal = {Computer Graphics Forum}, title = {{
Robust and Optimized Algorithms for the Point-in-Polygon Inclusion Test without Pre-processing}},
author = {
Jimenez, J. J.
and
Feito, F. R.
and
Segura, R. J.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01481.x}
}
                
@article{
10.1111:j.1467-8659.2009.01534.x,
journal = {Computer Graphics Forum}, title = {{
Tactics-Based Behavioural Planning for Goal-Driven Rigid Body Control}},
author = {
Zickler, Stefan
and
Veloso, Manuela
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01534.x}
}
                
@article{
10.1111:j.1467-8659.2009.01537.x,
journal = {Computer Graphics Forum}, title = {{
A Bayesian Monte Carlo Approach to Global Illumination}},
author = {
Brouillat, Jonathan
and
Bouville, Christian
and
Loos, Brad
and
Hansen, Charles
and
Bouatouch, Kadi
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01537.x}
}
                
@article{
10.1111:j.1467-8659.2009.01540.x,
journal = {Computer Graphics Forum}, title = {{
Replica Exchange Light Transport}},
author = {
Kitaoka, Shinya
and
Kitamura, Yoshifumi
and
Kishino, Fumio
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01540.x}
}
                
@article{
10.1111:j.1467-8659.2009.01541.x,
journal = {Computer Graphics Forum}, title = {{
High Dynamic Range Imaging and Low Dynamic Range Expansion for Generating HDR Content}},
author = {
Banterle, Francesco
and
Debattista, Kurt
and
Artusi, Alessandro
and
Pattanaik, Sumanta
and
Myszkowski, Karol
and
Ledda, Patrick
and
Chalmers, Alan
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01541.x}
}
                
@article{
10.1111:j.1467-8659.2009.01542.x,
journal = {Computer Graphics Forum}, title = {{
Fast Four-Way Parallel Radix Sorting on GPUs}},
author = {
Ha, Linh
and
Krueger, Jens
and
Silva, Claudio T.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01542.x}
}
                
@article{
10.1111:j.1467-8659.2009.01549.x,
journal = {Computer Graphics Forum}, title = {{
Erratum}},
author = {}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01549.x}
}
                
@article{
10.1111:j.1467-8659.2009.01548.x,
journal = {Computer Graphics Forum}, title = {{
Bounding Volume Hierarchies of Slab Cut Balls}},
author = {
Larsson, T.
and
Akenine-Moeller, T.
}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2009.01548.x}
}
                
@article{
https::/diglib.eg.org/handle/10.2312/CGF.cgf_v28_i8_ofc,
journal = {Computer Graphics Forum}, title = {{
Table of Contents and Cover}},
author = {}, year = {
2009},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
https://diglib.eg.org/handle/10.2312/CGF.cgf_v28_i8_ofc}
}

Browse

Recent Submissions

Now showing 1 - 31 of 31
  • Item
    eNVyMyCar: A Multiplayer Car Racing Game for Teaching Computer Graphics
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Ganovelli, F.; Corsini, M.
    The development of a computer game is widely used as a way of conveying concepts regarding Computer Science. There are several reasons for this: it stimulates creativity, it provides an immediate sense of achievement (when the code works), it typically covers all the aspects of an introductory course, and it is easy to find ideas just by looking around and finding stimulation from one s environment and from fellow students. In this paper we present eNVyMyCar, a framework for the collaborative/competitive development of a computer game, and report the experience of its use in two Computer Graphics courses held in 2007. We developed a multiplayer car racing game where the student s task is just to implement the rendering of the scene, while all the other aspects, communication and synchronization are implemented in the framework and are transparent to the developer. The innovative feature of our framework is that all on-line users can see the views produced by their fellow students. This motivates students to improve their work by comparing it with other students and picking up ideas from them. It also gives students an opportunity to show off to their classmates.
  • Item
    Interactive Graphics for Computer Adaptive Testing
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Cheng, I.; Basu, A.
    Interactive graphics are commonly used in games and have been shown to be successful in attracting the general audience. Instead of computer games, animations, cartoons, and videos being used only for entertainment, there is now an interest in using interactive graphics for innovative testing . Rather than traditional pen-and-paper tests, audio, video and graphics are being conceived as alternative means for more effective testing in the future. In this paper, we review some examples of graphics item types for testing. As well, we outline how games can be used to interactively test concepts; discuss designing chemistry item types with interactive 3D graphics; suggest approaches for automatically adjusting difficulty level in interactive graphics based questions; and propose strategies for giving partial marks for incorrect answers. We study how to test different cognitive skills, such as music, using multimedia interfaces; and also evaluate the effectiveness of our model. Methods for estimating difficulty level of a mathematical item type using Item Response Theory (IRT) and a molecule construction item type using Graph Edit Distance are discussed. Evaluation of the graphics item types through extensive testing on some students is described. We also outline the application of using interactive graphics over cell phones. All of the graphics item types used in this paper are developed by members of our research group.
  • Item
    Fast Inverse Reflector Design (FIRD)
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Mas, A.; Martin, I.; Patow, G.
    This paper presents a new inverse reflector design method using a GPU-based computation of outgoing light distribution from reflectors. We propose a fast method to obtain the outgoing light distribution of a parametrized reflector, and then compare it with the desired illumination. The new method works completely in the GPU. We trace millions of rays using a hierarchical height-field representation of the reflector. Multiple reflections are taken into account. The parameters that define the reflector shape are optimized in an iterative procedure in order for the resulting light distribution to be as close as possible to the desired, user-provided one. We show that our method can calculate reflector lighting at least one order of magnitude faster than previous methods, even with millions of rays, complex geometries and light sources.
  • Item
    Autostereoscopic Rendering of Multiple Light Fields
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Escriva, M.; Blasco, J.; Abad, F.; Camahort, E.; Vivo, R.
    Light fields were introduced a decade ago as a new high-dimensional graphics rendering model. However, they have not been thoroughly used because their applications are very specific and their storage requirements are too high. Recently, spatial imaging devices have been related to light fields. These devices allow several users to see three-dimensional (3D) images without using glasses or other intrusive elements.This paper presents a light-field model that can be rendered in an autostereoscopic spatial device. The model is viewpoint-independent and supports continuous multiresolution, foveal rendering, and integrating multiple light fields and geometric models in the same scene.We also show that it is possible to examine interactively a scene composed of several light fields and geometric models. Visibility is taken care of by the algorithm. Our goal is to apply our models to 3D TV and spatial imaging.
  • Item
    Procedural Arrangement of Furniture for Real-Time Walkthroughs
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Germer, T.; Schwarz, M.
    This paper presents a procedural approach to generate furniture arrangements for large virtual indoor scenes. The interiors of buildings in 3D city scenes are often omitted. Our solution creates rich furniture arrangements for all rooms of complex buildings and even for entire cities. The key idea is to only furnish the rooms in the vicinity of the viewer while the user explores a building in real time. In order to compute the object layout we introduce an agent-based solution and demonstrate the flexibility and effectiveness of the agent approach. Furthermore, we describe advanced features of the system, like procedural furniture geometry, persistent room layouts, and styles for high-level control.
  • Item
    Semi-Supervised Learning in Reconstructed Manifold Space for 3D Caricature Generation
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Liu, Junfa; Chen, Yiqiang; Miao, Chunyan; Xie, Jinjing; Ling, Charles X.; Gao, Xingyu; Gao, Wen
    Recently, automatic 3D caricature generation has attracted much attention from both the research community and the game industry. Machine learning has been proven effective in the automatic generation of caricatures. However, the lack of 3D caricature samples makes it challenging to train a good model. This paper addresses this problem by two steps. First, the training set is enlarged by reconstructing 3D caricatures. We reconstruct 3D caricatures based on some 2D caricature samples with a Principal Component Analysis (PCA)-based method. Secondly, between the 2D real faces and the enlarged 3D caricatures, a regressive model is learnt by the semi-supervised manifold regularization (MR) method. We then predict 3D caricatures for 2D real faces with the learnt model. The experiments show that our novel approach synthesizes the 3D caricature more effectively than traditional methods. Moreover, our system has been applied successfully in a massive multi-user educational game to provide human-like avatars.
  • Item
    Interactive Pixel-Accurate Free Viewpoint Rendering from Images with Silhouette Aware Sampling
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Hornung, A.; Kobbelt, L.
    We present an integrated, fully GPU-based processing pipeline to interactively render new views of arbitrary scenes from calibrated but otherwise unstructured input views. In a two-step procedure, our method first generates for each input view a dense proxy of the scene using a new multi-view stereo formulation. Each scene proxy consists of a structured cloud of feature aware particles which automatically have their image space footprints aligned to depth discontinuities of the scene geometry and hence effectively handle sharp object boundaries and occlusions. We propose a particle optimization routine combined with a special parameterization of the view space that enables an efficient proxy generation as well as robust and intuitive filter operators for noise and outlier removal. Moreover, our generic proxy generation allows us to flexibly handle scene complexities ranging from small objects up to complete outdoor scenes. The second phase of the algorithm combines these particle clouds in real-time into a view-dependent proxy for the desired output view and performs a pixel-accurate accumulation of the colour contributions from each available input view. This makes it possible to reconstruct even fine-scale view-dependent illumination effects. We demonstrate how all these processing stages of the pipeline can be implemented entirely on the GPU with memory efficient, scalable data structures for maximum performance. This allows us to generate new output renderings of high visual quality from input images in real-time.
  • Item
    Volumetric Billboards
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Decaudin, Philippe; Neyret, Fabrice
    We introduce an image-based representation, called volumetric billboards, allowing for the real-time rendering of semi-transparent and visually complex objects arbitrarily distributed in a 3D scene. Our representation offers full parallax effect from any viewing direction and improved anti-aliasing of distant objects. It correctly handles transparency between multiple and possibly overlapping objects without requiring any primitive sorting. Furthermore, volumetric billboards can be easily integrated into common rasterization-based renderers, which allows for their concurrent use with polygonal models and standard rendering techniques such as shadow-mapping.The representation is based on volumetric images of the objects and on a dedicated real-time volume rendering algorithm that takes advantage of the GPU geometry shader. Our examples demonstrate the applicability of the method in many cases including levels-of-detail representation for multiple intersecting complex objects, volumetric textures, animated objects and construction of high-resolution objects by assembling instances of low-resolution volumetric billboards.
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    Adaptive Interleaved Sampling for Interactive High-Fidelity Rendering
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Dubla, P.; Debattista, K.; Chalmers, A.
    Recent advances have made interactive ray tracing (IRT) possible on consumer desktop machines. These advances have brought about the potential for interactive global illumination (IGI) with enhanced realism through physically based lighting. IGI, unlike IRT, has a much higher computational complexity. Furthermore, since non-primary rays constitute the majority of the computation, the rays are predominantly incoherent, making impractical many of the methods that have made IRT possible. Two methods that have already shown promise in decreasing the computational time of the GI solution are interleaved sampling and adaptive rendering. Interleaved sampling is a generalized sampling scheme that smoothly blends between regular and irregular sampling while maintaining coherence. Adaptive rendering algorithms adjust rendering quality, non-uniformally, using a guidance scheme. While adaptive rendering has shown to provide speed-up when used for off-line rendering it has not been utilized in IRT due to its naturally incoherent nature. In this paper, we combine adaptive rendering and interleaved sampling within a component-based solution into a new approach we term adaptive interleaved sampling. This allows us to tailor new adaptive heuristics for interleaved sampling of the individual components of the GI solution significantly improving overall performance. We present a novel component-based IGI framework for which we achieve interactive frame rates for a range of effects such as indirect diffuse lighting, soft shadows and single scatter homogeneous participating media.
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    GPU Rendering of Relief Mapped Conical Frusta
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Bhagvat, D.; Jeschke, S.; Cline, D.; Wonka, P.
    This paper proposes to use relief-mapped conical frusta (cones cut by planes) to skin skeletal objects. Based on this representation, current programmable graphics hardware can perform the rendering with only minimal communication between the CPU and GPU. A consistent definition of conical frusta including texture parametrization and a continuous surface normal is provided. Rendering is performed by analytical ray casting of the relief-mapped frusta directly on the GPU. We demonstrate both static and animated objects rendered using our technique and compare to polygonal renderings of similar quality.
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    Interactive Fibre Structure Visualization of the Heart
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Peeters, T. H. J. M.; Vilanova, A.; Romeny, B. M. ter Haar
    The heart consists of densely packed muscle fibres. The orientation of these fibres can be acquired by using Diffusion Tensor Imaging (DTI) ex vivo. A good way to visualize the fibre structure in a cross section of the heart is by showing short line segments originating from the cross section and aligned with the local direction of the fibres. If the line segments are placed dense enough, one can see how the fibre orientations change. However, generation of the line segments takes time and thus the user has to wait for new geometry to be generated when the plane defining the cross section is changed. We present a new direct rendering method for the visualization of the 3D vector field in a 2D user-definable cross section of a heart. On the intersection of the plane with the vector field, the full 3D vectors are rendered as 3D line segments with a local ray casting approach. No preprocessing of the data is needed and no geometry is generated. This technique allows a fast inspection of the data to identify interesting areas where further analysis is necessary (e.g. quantification or generation of streamlines). We also show how the technique is generalized to other glyph shapes than line segments by implementing ellipsoids.
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    A Shape Grammar for Developing Glyph-based Visualizations
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Karnick, P.; Jeschke, S.; Cline, D.; Razdan, A.; Wentz, E.; Wonka, P.
    In this paper we address the question of how to quickly model glyph-based Geographic Information System visualizations. Our solution is based on using shape grammars to set up the different aspects of a visualization, including the geometric content of the visualization, methods for resolving layout conflicts and interaction methods. Our approach significantly increases modelling efficiency over similarly flexible systems currently in use.
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    Time-Adaptive Lines for the Interactive Visualization of Unsteady Flow Data Sets
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Cuntz, N.; Pritzkau, A.; Kolb, A.
    The quest for the ideal flow visualization reveals two major challenges: interactivity and accuracy. Interactivity stands for explorative capabilities and real-time control. Accuracy is a prerequisite for every professional visualization in order to provide a reliable base for analysis of a data set. Geometric flow visualization has a long tradition and comes in very different flavors. Among these, stream, path and streak lines are known to be very useful for both 2D and 3D flows. Despite their importance in practice, appropriate algorithms suited for contemporary hardware are rare. In particular, the adaptive construction of the different line types is not sufficiently studied. This study provides a profound representation and discussion of stream, path and streak lines. Two algorithms are proposed for efficiently and accurately generating these lines using modern graphics hardware. Each includes a scheme for adaptive time-stepping. The adaptivity for stream and path lines is achieved through a new processing idea we call selective transform feedback . The adaptivity for streak lines combines adaptive time-stepping and a geometric refinement of the curve itself. Our visualization is applied, among others, to a data set representing a simulated typhoon. The storage as a set of 3D textures requires special attention. Both algorithms explicitly support this storage, as well as the use of precomputed adaptivity information.
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    Fast Isosurface Rendering on a GPU by Cell Rasterization
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Liu, B.; Clapworthy, G. J.; Dong, F.
    This paper presents a fast, high-quality, GPU-based isosurface rendering pipeline for implicit surfaces defined by a regular volumetric grid. GPUs are designed primarily for use with polygonal primitives, rather than volume primitives, but here we directly treat each volume cell as a single rendering primitive by designing a vertex program and fragment program on a commodity GPU. Compared with previous raycasting methods, ours has a more effective memory footprint (cache locality) and better coherence between multiple parallel SIMD processors. Furthermore, we extend and speed up our approach by introducing a new view-dependent sorting algorithm to take advantage of the early-z-culling feature of the GPU to gain significant performance speed-up. As another advantage, this sorting algorithm makes multiple transparent isosurfaces rendering available almost for free. Finally, we demonstrate the effectiveness and quality of our techniques in several real-time rendering scenarios and include analysis and comparisons with previous work.
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    A Framework for Interactive Hypertexture Modelling
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Gilet, G.; Dischler, J.M.
    Hypertexturing can be a powerful way of adding rich geometric details to surfaces at low memory cost by using a procedural three-dimensional (3D) space distortion. However, this special kind of texturing technique still raises a major problem: the efficient control of the visual result. In this paper, we introduce a framework for interactive hypertexture modelling. This framework is based on two contributions. First, we propose a reformulation of the density modulation function. Our density modulation is based on the notion of shape transfer function. This function, which can be easily edited by users, allows us to control in an intuitive way the visual appearance of the geometric details resulting from the space distortion. Second, we propose to use a hybrid surface and volume-point-based representation in order to be able to dynamically hypertexture arbitrary objects at interactive frame rates. The rendering consists in a combined splat- and raycasting-based direct volume rendering technique. The splats are used to model the volumetric object while raycasting allows us to add the details. An experimental study on users shows that our approach improves the design of hypertextures and yet preserves their procedural nature.
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    Instant Caching for Interactive Global Illumination
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Debattista, K.; Dubla, P.; Banterle, F.; Santos, L.P.; Chalmers, A.
    The ability to interactively render dynamic scenes with global illumination is one of the main challenges in computer graphics. The improvement in performance of interactive ray tracing brought about by significant advances in hardware and careful exploitation of coherence has rendered the potential of interactive global illumination a reality. However, the simulation of complex light transport phenomena, such as diffuse interreflections, is still quite costly to compute in real time. In this paper we present a caching scheme, termed Instant Caching, based on a combination of irradiance caching and instant radiosity. By reutilising calculations from neighbouring computations this results in a speedup over previous instant radiosity-based approaches. Additionally, temporal coherence is exploited by identifying which computations have been invalidated due to geometric transformations and updating only those paths. The exploitation of spatial and temporal coherence allows us to achieve superior frame rates for interactive global illumination within dynamic scenes, without any precomputation or quality loss when compared to previous methods; handling of lighting and material changes are also demonstrated.
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    Geometry Images of Arbitrary Genus in the Spherical Domain
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Gauthier, M.; Poulin, P.
    While existing spherical parameterization algorithms are limited to genus-0 geometrical models, we believe a wide class of models of arbitrary genus can also benefit from the spherical domain. We present a complete and robust pipeline that can generate spherical geometry images from arbitrary genus surfaces where the holes are explicitly represented. The geometrical model, represented as a triangle mesh, is first made topologically equivalent to a sphere by cutting each hole along its generators, thus performing genus reduction. The resulting genus-0 model is then parameterized on the sphere, where it is resampled in a way to preserve connectivity between holes and to reduce the visual impact of seams due to these holes. Knowing the location of each pair of boundary components in parametric space, our novel sampling scheme can automatically choose to scale down or completely eliminate the associated hole, depending on geometry image resolution, thus lowering the genus of the reconstructed model. We found our method to scale better than other geometry image algorithms for higher genus models. We illustrate our approach on remeshing, level-of-detail rendering, normal mapping and topology editing.
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    g-BRDFs: An Intuitive and Editable BTF Representation
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Menzel, N.; Guthe, M.
    Measured reflection data such as the bidirectional texture function (BTF) represent spatial variation under the full hemisphere of view and light directions and offer a very realistic visual appearance. Despite its high-dimensional nature, recent compression techniques allow rendering of BTFs in real time. Nevertheless, a still unsolved problem is that there is no representation suited for real-time rendering that can be used by designers to modify the BTF s appearance. For intuitive editing, a set of low-dimensional comprehensible parameters, stored as scalars, colour values or texture maps, is required. In this paper we present a novel way to represent BTF data by introducing the geometric BRDF (g-BRDF), which describes both the underlying meso- and micro-scale structure in a very compact way. Both are stored in texture maps with only a few additional scalar parameters that can all be modified at runtime and thus give the designer full control over the material s appearance in the final real-time application. The g-BRDF does not only allow intuitive editing, but also reduces the measured data into a small set of textures, yielding a very effective compression method. In contrast to common material representation combining heightfields and BRDFs, our g-BRDF is physically based and derived from direct measurement, thus representing real-world surface appearance. In addition, we propose an algorithm for fully automatic decomposition of a given measured BTF into the g-BRDF representation.
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    GIzMOs: Genuine Image Mosaics with Adaptive Tiling
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Pavic, D.; Ceumern, U.; Kobbelt, L.
    We present a method that splits an input image into a set of tiles. Each tile is then replaced by another image from a large database such that, when viewed from a distance, the original image is reproduced as well as possible. While the general concept of image mosaics is not new, we consider our results as genuine image mosaics (or short GIzMOs) in the sense that the images from the database are not modified in any way. This is different from previous work, where the image tiles are usually colour shifted or overlaid with the high-frequency content of the input image. Besides the regular alignment of the tiles we propose a greedy approach for adaptive tiling where larger tiles are placed in homogenous image regions. By this we avoid the visual periodicity, which is induced by the equal spacing of the image tiles in the completely regular setting. Our overall system addresses also the cleaning of the image database by removing all unwanted images with no meaningful content. We apply differently sophisticated image descriptors to find the best matching image for each tile. For aesthetic and artistic reasons we classify each tile as feature or non-feature and then apply a suitable image descriptor. In a user study we have verified that our descriptors lead to mosaics that are significantly better recognizable than just taking, e.g. average colour values.
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    Semi-Uniform Adaptive Patch Tessellation
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Dyken, C.; Reimers, M.; Seland, J.
    We present an adaptive tessellation scheme for surfaces consisting of parametric patches. The resulting tessellations are topologically uniform, yet consistent and watertight across boundaries of patches with different tessellation levels. Our scheme is simple to implement, requires little memory and is well suited for instancing, a feature available on current Graphical Processing Units that allows a substantial performance increase. We describe how the scheme can be implemented efficiently and give performance benchmarks comparing it to some other approaches.
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    Robust and Efficient Surface Reconstruction From Range Data
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Labatut, P.; Pons, J.-P.; Keriven, R.
    We describe a robust but simple algorithm to reconstruct a surface from a set of merged range scans. Our key contribution is the formulation of the surface reconstruction problem as an energy minimisation problem that explicitly models the scanning process. The adaptivity of the Delaunay triangulation is exploited by restricting the energy to inside/outside labelings of Delaunay tetrahedra. Our energy measures both the output surface quality and how well the surface agrees with soft visibility constraints. Such energy is shown to perfectly fit into the minimum s - t cuts optimisation framework, allowing fast computation of a globally optimal tetrahedra labeling, while avoiding the shrinking bias that usually plagues graph cuts methods.The behaviour of our method confronted to noise, undersampling and outliers is evaluated on several data sets and compared with other methods through different experiments: its strong robustness would make our method practical not only for reconstruction from range data but also from typically more difficult dense point clouds, resulting for instance from stereo image matching. Our effective modeling of the surface acquisition inverse problem, along with the unique combination of Delaunay triangulation and minimum s - t cuts, makes the computational requirements of the algorithm scale well with respect to the size of the input point cloud.
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    Wipe-Off: An Intuitive Interface for Exploring Ultra-Large Multi-Spectral Data Sets for Cultural Heritage Diagnostics
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Ponto, K.; Seracini, M.; Kuester, F.
    A visual analytics technique for the intuitive, hands-on analysis of massive, multi-dimensional and multi-variate data is presented. This multi-touch-based technique introduces a set of metaphors such as wiping, scratching, sandblasting, squeezing and drilling, which allow for rapid analysis of global and local characteristics in the data set, accounting for factors such as gesture size, pressure and speed. A case study is provided for the analysis of multi-spectral image data of cultural artefacts. By aligning multi-spectral layers in a stack, users can apply different multi-touch metaphors to investigate features across different wavelengths. With this technique, flexibly definable regions can be interrogated concurrently without affecting surrounding data.
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    Robust and Optimized Algorithms for the Point-in-Polygon Inclusion Test without Pre-processing
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Jimenez, J. J.; Feito, F. R.; Segura, R. J.
    In this work we present new point inclusion algorithms for non-convex polygons. These algorithms do not perform any pre-processing or any type of decomposition nor features classification, which makes them especially suitable for deformable or moving polygons. The algorithms are more accurate and robust than others in the sense that they consider the inclusion of the point in the vertices and edges of the polygon, and deal with the special cases correctly. In order to perform this inclusion test efficiently, they use the sign of the barycentric coordinates of the test point with regard to the triangles formed by the edges and an origin that depends on the test point. This set of triangles, which is a special simplicial covering of the polygon, is constructed after a transformation of the polygon that simplifies the calculations involved in the inclusion test. Then, an appropriate ordering of the rejection tests allows us to optimize this method. Our algorithms have been tested for robustness and compared with ray-crossing methods, showing a significant improvement.
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    Tactics-Based Behavioural Planning for Goal-Driven Rigid Body Control
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Zickler, Stefan; Veloso, Manuela
    Controlling rigid body dynamic simulations can pose a difficult challenge when constraints exist on the bodies goal states and the sequence of intermediate states in the resulting animation. Manually adjusting individual rigid body control actions (forces and torques) can become a very labour-intensive and non-trivial task, especially if the domain includes a large number of bodies or if it requires complicated chains of inter-body collisions to achieve the desired goal state. Furthermore, there are some interactive applications that rely on rigid body models where no control guidance by a human animator can be offered at runtime, such as video games.In this work, we present techniques to automatically generate intelligent control actions for rigid body simulations. We introduce sampling-based motion planning methods that allow us to model goal-driven behaviour through the use of non-deterministic Tactics that consist of intelligent, sampling-based control-blocks, called Skills. We introduce and compare two variations of a Tactics-driven planning algorithm, namely behavioural Kinodynamic Rapidly Exploring Random Trees (BK-RRT) and Behavioural Kinodynamic Balanced Growth Trees (BK-BGT). We show how our planner can be applied to automatically compute the control sequences for challenging physics-based domains and that is scalable to solve control problems involving several hundred interacting bodies, each carrying unique goal constraints.
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    A Bayesian Monte Carlo Approach to Global Illumination
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Brouillat, Jonathan; Bouville, Christian; Loos, Brad; Hansen, Charles; Bouatouch, Kadi
    Most Monte Carlo rendering algorithms rely on importance sampling to reduce the variance of estimates. Importance sampling is efficient when the proposal sample distribution is well-suited to the form of the integrand but fails otherwise. The main reason is that the sample location information is not exploited. All sample values are given the same importance regardless of their proximity to one another. Two samples falling in a similar location will have equal importance whereas they are likely to contain redundant information. The Bayesian approach we propose in this paper uses both the location and value of the data to infer an integral value based on a prior probabilistic model of the integrand. The Bayesian estimate depends only on the sample values and locations, and not how these samples have been chosen. We show how this theory can be applied to the final gathering problem and present results that clearly demonstrate the benefits of Bayesian Monte Carlo.
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    Replica Exchange Light Transport
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Kitaoka, Shinya; Kitamura, Yoshifumi; Kishino, Fumio
    We solve the light transport problem by introducing a novel unbiased Monte Carlo algorithm called replica exchange light transport, inspired by the replica exchange Monte Carlo method in the fields of computational physics and statistical information processing. The replica exchange Monte Carlo method is a sampling technique whose operation resembles simulated annealing in optimization algorithms using a set of sampling distributions. We apply it to the solution of light transport integration by extending the probability density function of an integrand of the integration to a set of distributions. That set of distributions is composed of combinations of the path densities of different path generation types: uniform distributions in the integral domain, explicit and implicit paths in light (particle/photon) tracing, indirect paths in bidirectional path tracing, explicit and implicit paths in path tracing, and implicit caustics paths seen through specular surfaces including the delta function in path tracing. The replica-exchange light transport algorithm generates a sequence of path samples from each distribution and samples the simultaneous distribution of those distributions as a stationary distribution by using the Markov chain Monte Carlo method. Then the algorithm combines the obtained path samples from each distribution using multiple importance sampling. We compare the images generated with our algorithm to those generated with bidirectional path tracing and Metropolis light transport based on the primary sample space. Our proposing algorithm has better convergence property than bidirectional path tracing and the Metropolis light transport, and it is easy to implement by extending the Metropolis light transport.
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    High Dynamic Range Imaging and Low Dynamic Range Expansion for Generating HDR Content
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Banterle, Francesco; Debattista, Kurt; Artusi, Alessandro; Pattanaik, Sumanta; Myszkowski, Karol; Ledda, Patrick; Chalmers, Alan
    In the last few years, researchers in the field of High Dynamic Range (HDR) Imaging have focused on providing tools for expanding Low Dynamic Range (LDR) content for the generation of HDR images due to the growing popularity of HDR in applications, such as photography and rendering via Image-Based Lighting, and the imminent arrival of HDR displays to the consumer market. LDR content expansion is required due to the lack of fast and reliable consumer level HDR capture for still images and videos. Furthermore, LDR content expansion, will allow the re-use of legacy LDR stills, videos and LDR applications created, over the last century and more, to be widely available. The use of certain LDR expansion methods, those that are based on the inversion of Tone Mapping Operators (TMOs), has made it possible to create novel compression algorithms that tackle the problem of the size of HDR content storage, which remains one of the major obstacles to be overcome for the adoption of HDR. These methods are used in conjunction with traditional LDR compression methods and can evolve accordingly. The goal of this report is to provide a comprehensive overview on HDR Imaging, and an in depth review on these emerging topics.
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    Fast Four-Way Parallel Radix Sorting on GPUs
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Ha, Linh; Krueger, Jens; Silva, Claudio T.
    Efficient sorting is a key requirement for many computer science algorithms. Acceleration of existing techniques as well as developing new sorting approaches is crucial for many real-time graphics scenarios, database systems, and numerical simulations to name just a few. It is one of the most fundamental operations to organize and filter the ever growing massive amounts of data gathered on a daily basis. While optimal sorting models for serial execution on a single processor exist, efficient parallel sorting remains a challenge. In this paper, we present a hardware-optimized parallel implementation of the radix sort algorithm that results in a significant speed up over existing sorting implementations. We outperform all known General Processing Unit (GPU) based sorting systems by about a factor of two and eliminate restrictions on the sorting key space. This makes our algorithm not only the fastest, but also the first general GPU sorting solution.
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    Erratum
    (The Eurographics Association and Blackwell Publishing Ltd, 2009)
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    Bounding Volume Hierarchies of Slab Cut Balls
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Larsson, T.; Akenine-Moeller, T.
    We introduce a bounding volume hierarchy based on the Slab Cut Ball. This novel type of enclosing shape provides an attractive balance between tightness of fit, cost of overlap testing, and memory requirement. The hierarchy construction algorithm includes a new method for the construction of tight bounding volumes in worst case O(n) time, which means our tree data structure is constructed in O(n log A n) time using traditional top-down building methods. A fast overlap test method between two slab cut balls is also proposed, requiring as few as 28-99 arithmetic operations, including the transformation cost. Practical collision detection experiments confirm that our tree data structure is amenable for high performance collision queries. In all the tested benchmarks, our bounding volume hierarchy consistently gives performance improvements over the sphere tree, and it is also faster than the OBB tree in five out of six scenes. In particular, our method is asymptotically faster than the sphere tree, and it also outperforms the OBB tree, in close proximity situations.
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    Table of Contents and Cover
    (The Eurographics Association and Blackwell Publishing Ltd, 2009)