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July 11th, 2010

A 30,000-hexahedron FEM model.
Abstract:
In this paper we present a GPU-based multigrid approach for simulating elastic deformable objects in real time. Our method is based on a finite element discretization of the deformable object using hexahedra. It draws upon recent work on multigrid schemes for the efficient numerical solution of partial differential equations on such discretizations. Due to the regular shape of the numerical stencil induced by the hexahedral regime, and since we use matrix-free formulations of all multigrid steps, computations and data layout can be restructured to avoid execution divergence and to support memory access patterns which enable the hardware to coalesce multiple memory accesses into single memory transactions. This enables to effectively exploit the GPU’s parallel processing units and high memory bandwidth via the CUDA parallel programming API. We demonstrate performance gains of up to a factor of 12 compared to a highly optimized CPU implementation. By using our approach, physics-based simulation at an object resolution of 64^3 is achieved at interactive rates.
(Christian Dick, Joachim Georgii and Rüdiger Westermann: “A Real-Time Multigrid Finite Hexahedra Method for Elasticity”, http://wwwcg.in.tum.de/Research/Publications/CompMechanics)
Posted in Research | Tags: Computer Graphics, Elasticity, Finite Element Methods | Write a comment
April 12th, 2010
From the open call for authors:
After the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book, we are looking for authors for GPU Pro 2. The upcoming book will cover advanced rendering techniques that run on the DirectX and/or OpenGL run-time or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on mathematics used in graphics programming.
Proposals are due by May 17th, 2010. Please send them to wolf at shaderx.com. An example proposal, writing guidelines and a FAQ can be downloaded from http://gpupro2.blogspot.com/.
Posted in Developer Resources, Research | Tags: Call for Papers, Computer Graphics | Write a comment
January 3rd, 2010
This web site, maintained by Jan Vlietinck, provides sample programs with full source code written for DirectCompute Shaders. Examples include interactive 3D Navier-Stokes and Laplace wave equation solvers and fractal renderers. The Laplace simulator runs at interactive rates for a 400x400x400 volume, and the Navier-Stokes solver at 200x200x200, including visualization.
Posted in Developer Resources | Tags: Computer Graphics, DirectCompute, Physics Simulation | 2 Comments
August 6th, 2009
The course notes and supplementary material for “Beyond Programmable Shading”, a full-day course held at SIGGRAPH 2009 on August 6, are now available online.
This course is presented in two parts, Beyond Programmable Shading I and Beyond Programmable Shading II.
There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL/Direct3D pipelines. Graphics developers need a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline. The first half of the course introduces the trends and directions in this emerging field. Topics include: parallel graphics architectures, parallel programming models for graphics, and game-developer investigations of the use of these new capabilities in future rendering engines.
The second half of the course has leaders from graphics hardware vendors, game development, and academic research present case studies that show how general parallel computation is being combined with the traditional graphics pipeline to boost image quality and spur new graphics algorithm innovation. Each case study discusses the mix of parallel programming constructs used, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals. Read the rest of this entry »
Posted in Developer Resources, Events, Research | Tags: Computer Graphics, Tutorials & Courses | Write a comment
February 27th, 2009
The new High-Performance Graphics Conference is the synthesis of two highly-successful conference series:
- Graphics Hardware, an annual conference focusing on graphics hardware, architecture, and systems since 1986, and
- Interactive Ray Tracing, an innovative conference series focusing on the emerging field of interactive ray tracing since 2006.
By combining these two conferences, High-Performance Graphics aims to bring to authors and attendees the best of both, while extending the scope of the new conference to cover the overarching field of performance-oriented graphics systems covering innovative algorithms, efficient implementations, and hardware architecture. This broader focus offers a common forum bringing together researchers, engineers, and architects to discuss the complex interactions of massively parallel hardware, novel programming models, efficient graphics algorithms, and innovative applications.
Paper submissions are due April 30th. For more information see the High-Performance Graphics Website.
Posted in Events | Tags: Computer Architecture, Computer Graphics, Conferences | Write a comment
August 4th, 2008
Faogen ia a Fast Ambient Occlusion Generator. It uses a GPU to accelerate computation of ambient occlusion and bent normals both as per-vertex data and in texture images. Faogen 2.0 provides updated ambient aperture and bent normal shaders customizable by editing two simple GLSL functions. Other features include improved precision on large scale models, adjustable background for AO texture images, lighting animation control and bugfixes. (Faogen)
Posted in Developer Resources | Tags: Ambient Occlusion, Computer Graphics, Tools | Write a comment
April 1st, 2008
This paper by Boubekeur (TU Berlin) and Schlick (INRIA) presents a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive refinement patterns, on-the-fly refinement is performed by the GPU, without any preprocessing or additional topology data structure. The level of adaptive refinement can be controlled by specifying a per-vertex depth tag, in addition to usual position, normal, color and texture coordinates. This depth tag is used by the kernel to instanciate the correct refinement pattern. Finally, the refined patch produced for each triangle can be displaced by the vertex shader, using any kind of geometric refinement, such as Bezier patch smoothing, scalar valued displacement, procedural geometry synthesis or subdivision surfaces. This refinement engine requires no multi-pass rendering, fragment processing, or special preprocessing of the input mesh structure. It can be implemented on any GPU with vertex shading capabilities. (A Flexible Kernel for Adaptive Mesh Refinement on GPU, Tamy Boubekeur and Christophe Schlick, Computer Graphics Forum, 2008.)
Posted in Press, Research | Tags: Computer Graphics, meshes, Papers | Write a comment
September 10th, 2007
GPU Gems 3
, the third volume of the best-selling GPU Gems series provides a snapshot of today’s latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detection—particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects. This third volume is certain to appeal to not just the many fans of the first two, but a whole new group of programmers as well. (GPU Gems 3 Page at Addison-Wesley)
Posted in Developer Resources | Tags: Books, Computer Graphics, GPU Gems, NVIDIA CUDA | Write a comment
July 19th, 2007
I3D 2008 (aka the Symposium on Interactive 3D Graphics and Games) will be happening the weekend before GDC this year, February 15-17, in nearby Redwood City, CA. The Call For Participation is now up at the website: October 22 is this year’s paper deadline. This is a small conference, 100 attendees or so, that offers a good opportunity to meet other people working on GPU related techniques. I3D 2007 included a number of GPGPU-related papers on interactive ray tracing, mesh simplification, and histogram generation; see Ke-Sen Huang’s summary page. (CFP I3D 2008 page)
Posted in Events | Tags: Computer Graphics, Conferences | Write a comment
April 25th, 2007
This paper by Robert et al. at the University of Bern, Switzerland describes the object intersection buffer (OIB), a GPU-based visibility preprocessing algorithm for accelerating ray tracing. Based on this approach, a hybrid ray tracer is proposed to exploit parallel ray tracing using the GPU and CPU. (Hybrid Ray Tracing – Ray Tracing Using GPU-Accelerated Image-Space Methods. Philippe C.D. Robert, Severin Schoepke, and Hanspeter Bieri. Proceedings of GRAPP 2007.)
Posted in Research | Tags: Computer Graphics, Papers, Ray Tracing, Rendering | Write a comment