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HistoPyramids for GPU Data Expansion

 
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gziegler
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Joined: 05 May 2004
Posts: 21
Location: Saarbrücken

PostPosted: Fri Oct 05, 2007 12:16 pm    Post subject: HistoPyramids for GPU Data Expansion Reply with quote

Hej !

You might have seen our Eikonal Rendering simulator, ljus, on SIGGRAPH - it uses HistoPyramids to re-organize the wavefront while it passes through the object. We can both eliminate and tesselate wavefront patches, and are thus able to re-produce geometry shader functionality Smile

Here is a teaser image:


You find the principles explained in the following slides:
http://www.mpi-inf.mpg.de/~gziegler/ljus/eikosketch_presentation.pdf

And I made the code for our light simulator available on http://nvision.sf.net

Questions and comments welcome Smile
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Ferdi
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Joined: 25 Apr 2007
Posts: 17
Location: Amsterdam

PostPosted: Tue Oct 09, 2007 12:36 pm    Post subject: Reply with quote

Interesting, I'll read through it. I actually recently cited your other paper on the histo-pyramids in a publication as a possible optimization to 2.5D image warping. I didn't implement it though; I should still try it in the future.
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gziegler
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Joined: 05 May 2004
Posts: 21
Location: Saarbrücken

PostPosted: Tue Oct 09, 2007 12:44 pm    Post subject: Use in 2.5D image warping Reply with quote

Ah ! Please mail me one time, maybe I can assist in how it can be applied Smile
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Ferdi
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Joined: 25 Apr 2007
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PostPosted: Wed Oct 17, 2007 8:54 am    Post subject: Re: Use in 2.5D image warping Reply with quote

gziegler wrote:
Ah ! Please mail me one time, maybe I can assist in how it can be applied Smile

Sure, we really need to get it faster, so... anyway I'll be presenting it at vrst next month. Not sure if I'm allowed to send the paper around yet.
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gziegler
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Joined: 05 May 2004
Posts: 21
Location: Saarbrücken

PostPosted: Sun Dec 23, 2007 9:38 pm    Post subject: Reply with quote

To show that we now are able to replace geometry shader functionality, we have recently published a tech report on HistoPyramid based Marching Cube.
And, believe or not: we are currently a lot faster than geometry shader based approaches, and even CUDA Wink

Find more info on my research homepage http://www.mpii.de/~gziegler, it also contains two YouTube videos for your enjoyment Wink
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