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Graphics

About: Graphics is a research topic. Over the lifetime, 17394 publications have been published within this topic receiving 411468 citations. The topic is also known as: graphic.


Papers
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Proceedings ArticleDOI
31 Jul 2005
TL;DR: A fast collision culling algorithm for performing inter-and intra-object collision detection among complex models using graphics hardware and a novel visibility-based classification scheme to compute potentially-colliding and collision-free subsets of objects and primitives, which considerably improves the culling performance.
Abstract: We present a fast collision culling algorithm for performing inter- and intra-object collision detection among complex models using graphics hardware. Our algorithm is based on CULLIDE and performs visibility queries on the GPUs to eliminate a subset of geometric primitives that are not in close proximity. We present an extension to CULLIDE to perform intra-object or self-collisions between complex models. Furthermore, we describe a novel visibility-based classification scheme to compute potentially-colliding and collision-free subsets of objects and primitives, which considerably improves the culling performance. We have implemented our algorithm on a PC with an NVIDIA GeForce FX 6800 Ultra graphics card and applied it to three complex simulations, each consisting of objects with tens of thousands of triangles. In practice, we are able to compute all the self-collisions for cloth simulation up to image-space precision at interactive rates.

69 citations

Proceedings ArticleDOI
31 Jul 2005
TL;DR: In this article, the authors present new algorithms for performing fast computation of several common database operations on commodity graphics processors, such as conjunctive selections, aggregations, and semi-linear queries.
Abstract: We present new algorithms for performing fast computation of several common database operations on commodity graphics processors. Specifically, we consider operations such as conjunctive selections, aggregations, and semi-linear queries, which are essential computational components of typical database, data warehousing, and data mining applications. While graphics processing units (GPUs) have been designed for fast display of geometric primitives, we utilize the inherent pipelining and parallelism, single instruction and multiple data (SIMD) capabilities, and vector processing functionality of GPUs, for evaluating boolean predicate combinations and semi-linear queries on attributes and executing database operations efficiently. Our algorithms take into account some of the limitations of the programming model of current GPUs and perform no data rearrangements. Our algorithms have been implemented on a programmable GPU (e.g. NVIDIA's GeForce FX 5900) and applied to databases consisting of up to a million records. We have compared their performance with an optimized implementation of CPU-based algorithms. Our experiments indicate that the graphics processor available on commodity computer systems is an effective co-processor for performing database operations.

69 citations

Patent
16 Mar 2005
TL;DR: In this paper, a visualization system for a wellbore environment includes a graphics processor for creating a wire mesh model of a well and optionally a drillstring based on datasets of depth-varying parameters of the well.
Abstract: A visualization system for a wellbore environment includes a graphics processor for creating a wire mesh model of a well and optionally a drillstring based on datasets of depth-varying parameters of the well. A graphics system maps appropriate textures to the wire mesh models, which are then displayed on a graphics display. A user interface facilitates user navigation along the length of the well to any selected location therein, and further permits user adjustment of orientation of the displayed renderings. Simulated, real or a combination of simulated and real wellbore data may be visually depicted in the wellbore at any selected location. This provides the user with a visual indication of the wellbore environment as the user navigates the visualization along the length of the wellbore.

69 citations

Proceedings ArticleDOI
03 Sep 1996
TL;DR: This work proposes an architecture for storing visual expressions within an environment which supports various forms of visual expression editing, like syntax directed editing, free editing, and layout editing, based on two related graph data structures.
Abstract: We propose an architecture for storing visual expressions within an environment which supports various forms of visual expression editing, like syntax directed editing, free editing, and layout editing. The proposed architecture is based on two related graph data structures: an abstract syntax graph represents the logical structure of a visual expression in terms of its visual language syntax; a spatial relations graph represents the pictorial structure of a visual expression with graphical objects as nodes and spatial relations as edges. We explain the distinction between the two ways of structuring in detail, we show how coupled graph grammars can be used to define, build and relate the two structures, and we explain how an editor for a visual language can be defined on top of these data structures. We use the visual language Message Sequence Charts (MSC) as a running example.

69 citations

Journal ArticleDOI
18 Jan 2010
TL;DR: This is the first study that shows interaction of audio and graphics representation in a material perception task, and it is shown how this result can contribute to significant savings in computation time in an interactive audio-visual rendering system.
Abstract: High-quality rendering of both audio and visual material properties is very important in interactive virtual environments, since convincingly rendered materials increase realism and the sense of immersion. We studied how the level of detail of auditory and visual stimuli interact in the perception of audio-visual material rendering quality. Our study is based on perception of material discrimination, when varying the levels of detail of modal synthesis for sound, and bidirectional reflectance distribution functions for graphics. We performed an experiment for two different models (a Dragon and a Bunny model) and two material types (plastic and gold). The results show a significant interaction between auditory and visual level of detail in the perception of material similarity, when comparing approximate levels of detail to a high-quality audio-visual reference rendering. We show how this result can contribute to significant savings in computation time in an interactive audio-visual rendering system. To our knowledge, this is the first study that shows interaction of audio and graphics representation in a material perception task.

69 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023469
20221,141
2021208
2020349
2019355
2018399