17 research outputs found

    Abstract Real-time Mesh Simplification Using the GPU

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    Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-restricted algorithms, often with performance increases of an order of magnitude or greater. Such gains are achieved by leveraging the large-scale parallelism of the GPU towards applications that are well-suited for these streaming architectures. By contrast, mesh simplification has traditionally been viewed as a non-interactive process not readily amenable to GPU acceleration. We demonstrate how it becomes practical for real-time use through our method, and that the use of the GPU even for offline simplification leads to significant increases in performance. Our approach for mesh decimation adopts a vertexclustering method to the GPU by taking advantage of a new addition to the rendering pipeline- the geometry shader stage. We present a novel general-purpose data structure designed for streaming architectures called the probabilistic octree, which allows for much of the flexibility of offline implementations, including sparse encoding and variable level-of-detail. We demonstrate successful use of this data structure in our GPU implementation of mesh simplification. We can generate adaptive levels of detail by applying non-linear warping functions to the cluster map in order to improve resulting simplification quality. Our GPU-accelerated approach enables simultaneous construction of multiple levels of detail and outof-core simplification of extremely large polygonal meshes

    Stylized shadows

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    Figure 1: Traditional computer graphics algorithms produce “accurate ” shadows (left). Artists often deliberately render abstract shadows, such as the shadow with reduced contour detail in this painting by Vanderlyn, 1818 (middle). Our system offers controls for creation of stylized shadows (right). While much research has focused on rendering physically-correct shadows, a “correct ” shadow often exhibits unnecessary detail that distracts from the primary subject of the scene. Artists often prefer to have creative control over the rendered appearance of the shadow. This paper presents an algorithm offering control over stylized shadows, based on four intuitive parameters – inflation, brightness, softness, and abstraction – that together support a broad range of effects. The algorithm, which works largely in image space, can easily be incorporated into existing rendering pipelines, and is independent of scene geometry or shadow determination method.

    Cash: Distributed Cooperative Buffer Caching

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    Modern servers pay a heavy price in block access time on diskbound workloads when the working set is greater than the size of the local buffer cache. We provide a mechanism for cooperating servers to coordinate and share their local buffer caches. The coordinated buffer cache can handle working sets on the order of the aggregate cache memory, greatly improving performance on diskbound workloads. This facility is provided with minimal communication overhead, no penalty for local cache hits, and without any explicit kernel support
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