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GPU1
Tuesday, 10 August
8:30 - 10:15 am
Room 502A
Session Chair: Eric Haines, Autodesk, Inc.
Faster GPU Computations Using Adaptive Refinement
A technique for improving the speed of multi-pass GPU computations by using adaptive refinement.
Craig Donner
University of California, San Diego
cdonner (at) graphics.ucsd.edu
Henrik Wann Jensen
University of California, San Diego
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Quick-VDR: Interactive View-Dependent Rendering of Massive Models
A novel approach for interactive view-dependent rendering of massive models and demonstration of interactive results (10-35 fps) on a 100M-triangle isosurface and a 372M-triangle scanned model.
Sung-Eui Yoon
University of North Carolina at Chapel Hill
sungeui (at) cs.unc.edu
Russell Gayle
Dinesh Manocha
Brian Salomon
University of North Carolina at Chapel Hill
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Fast and Reliable Collision Culling Using Graphics Hardware
A fast and reliable collision culling algorithm on graphics processors for handling complex objects with tens of thousands of polygons, including objects undergoing deformation and non-rigid motion.
Naga K. Govindaraju
University of North Carolina at Chapel Hill
naga (at) cs.unc.edu
Ming C. Lin
Dinesh Manocha
University of North Carolina at Chapel Hill
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UberFlow: A GPU-Based Particle Engine
A particle engine on GPU for real-time animation of large particle sets using OpenGL memory objects to create, manipulate, and render geometry without read-back, including inter-particle collision and visibility sorting.
Peter Kipfer
Technische Universität München
kipfer (at) in.tum.de
Mark Segal
ATI Research
Rüdiger Westermann
Technische Universität München
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