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31: Interactive Geometric Computations Using Graphics Hardware

Monday, Full Day
8:30 am 5:15 pm
Room 103
The increasing performance capabilities of 3D graphics
rasterization have made it an excellent candidate for
solving complicated geometric problems, beyond image synthesis.
This course provides an overview of hardware features,
issues in programming, and applications to various geometric
problems, including visibility, collisions, simplification,
motion planning, etc.
Prerequisites
A first course in computer graphics and some background
in graphics software APIs. Familiarity with some of the
geometric problems: visibility, collision detection, motion
planning, and simplification.
Topics
Graphics rasterization hardware; OpenGL graphics hardware
(features and programming); novel approaches to geometric
problems; algorithms for visibility and occlusion culling,
global visibility, shadow volumes and mapping, 2D map
simplification, depth contours, collision detection, penetration
depth estimation, and path planning; issues in programming
graphics hardware; processing discretized outputs and
applications to interactive computer graphics, robot-motion
planning, physically based modeling, and data visualization.
Organizer
Dinesh Manocha
University of North Carolina at Chapel Hill
Lecturers
Michael Doggett
ATI Technologies Inc.
Ned Greene
Mark Kilgard
NVIDIA Corporation
Ming C. Lin
Dinesh Manocha
University of North Carolina at Chapel Hill
Shankar Krishnan
AT&T Labs
Schedule
| 8:30 |
Introduction
and Course Overview
Manocha |
| 9:00 |
Overview
of Graphics Hardware
Kilgard |
| 9:45 |
Programmability
Features of Graphics Hardware
Doggett |
| 10:15 |
Break |
| 10:30 |
Programmability
Features of Graphics Hardware
Doggett |
| 11:00 |
Voronoi Computations Using Graphics Hardware
Manocha |
| 11:30 |
Shadow Volumes and Mapping
Kilgard |
| 12:15 |
Lunch |
| 1:30 |
Digital
Geometry Processing using Graphics Hardware
Krishnan |
| 2:15 |
Proximity and Path Planning Computations Using Graphics Hardware
Lin |
| 3:15 |
Break |
| 3:30 |
Visibility
Culling using Graphics Hardware
Greene |
| 4:15 |
Interactive
Walkthroughs and Conclusions
Manocha |
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