Analytical methods for dynamic simulation of non-penetrating rigid bodies
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Timewarp rigid body simulation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Realistic animation of rigid bodies
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Interactive translucent volume rendering and procedural modeling
Proceedings of the conference on Visualization '02
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Real-Time Consensus-Based Scene Reconstruction Using Commodity Graphics Hardware
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Simulation of cloud dynamics on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Linear algebra operators for GPU implementation of numerical algorithms
ACM SIGGRAPH 2003 Papers
Sparse matrix solvers on the GPU: conjugate gradients and multigrid
ACM SIGGRAPH 2003 Papers
Nonlinear optimization framework for image-based modeling on programmable graphics hardware
ACM SIGGRAPH 2003 Papers
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Particle system collision detection using graphics hardware
ACM SIGGRAPH 2003 Sketches & Applications
Interactive Deformation and Visualization of Level Set Surfaces Using Graphics Hardware
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Fast Volume Segmentation With Simultaneous Visualization Using Programmable Graphics Hardware
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Fast and approximate stream mining of quantiles and frequencies using graphics processors
Proceedings of the 2005 ACM SIGMOD international conference on Management of data
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
A Particle System for Interactive Visualization of 3D Flows
IEEE Transactions on Visualization and Computer Graphics
An Introductory Tour of Interactive Rendering
IEEE Computer Graphics and Applications
Efficient relational database management using graphics processors
DaMoN '05 Proceedings of the 1st international workshop on Data management on new hardware
Deformable object simulation in virtual environment
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
GPUTeraSort: high performance graphics co-processor sorting for large database management
Proceedings of the 2006 ACM SIGMOD international conference on Management of data
Particles with a history: visualizing flow fields with GPU-based streamlines
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
A memory model for scientific algorithms on graphics processors
Proceedings of the 2006 ACM/IEEE conference on Supercomputing
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
ACM SIGGRAPH 2007 posters
Efficient video decoding on GPUs by point based rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Animating physically based explosions in real-time
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Stochastic DT-MRI Connectivity Mapping on the GPU
IEEE Transactions on Visualization and Computer Graphics
Multi-Level Graph Layout on the GPU
IEEE Transactions on Visualization and Computer Graphics
Cache-efficient numerical algorithms using graphics hardware
Parallel Computing
Sliced data structure for particle-based simulations on GPUs
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Efficient gather and scatter operations on graphics processors
Proceedings of the 2007 ACM/IEEE conference on Supercomputing
Performing efficient NURBS modeling operations on the GPU
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Particle graphics on reconfigurable hardware
ACM Transactions on Reconfigurable Technology and Systems (TRETS)
A game loop architecture for the GPU used as a math coprocessor in real-time applications
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
A new physics engine with automatic process distribution between CPU-GPU
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
A Practical Quicksort Algorithm for Graphics Processors
ESA '08 Proceedings of the 16th annual European symposium on Algorithms
GPU-Quicksort: A practical Quicksort algorithm for graphics processors
Journal of Experimental Algorithmics (JEA)
A Fast and Flexible Sorting Algorithm with CUDA
ICA3PP '09 Proceedings of the 9th International Conference on Algorithms and Architectures for Parallel Processing
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Improved efficiency of spring embedders: taking advantage of GPU programming
VIIP '07 The Seventh IASTED International Conference on Visualization, Imaging and Image Processing
Interactive fluid-particle simulation using translating Eulerian grids
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Accurate moment computation using the GPU
Proceedings of the 14th ACM Symposium on Solid and Physical Modeling
Fast in-place sorting with CUDA based on bitonic sort
PPAM'09 Proceedings of the 8th international conference on Parallel processing and applied mathematics: Part I
GPU-ABiSort: optimal parallel sorting on stream architectures
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
Environmental Modelling & Software
A declarative API for particle systems
PADL'11 Proceedings of the 13th international conference on Practical aspects of declarative languages
SPH granular flow with friction and cohesion
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Parallel implementation of the heisenberg model using Monte Carlo on GPGPU
ICCSA'11 Proceedings of the 2011 international conference on Computational science and its applications - Volume Part III
CSCWD'05 Proceedings of the 9th international conference on Computer Supported Cooperative Work in Design II
GPU-based active contour segmentation using gradient vector flow
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
Dynamic particle system for mesh extraction on the GPU
Proceedings of the 5th Annual Workshop on General Purpose Processing with Graphics Processing Units
Physically-Based real-time music fountain simulation
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Accurate GPU-accelerated surface integrals for moment computation
Computer-Aided Design
Sorting on GPUs for large scale datasets: A thorough comparison
Information Processing and Management: an International Journal
Integrating particle dispersion models into real-time virtual environments
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
Dense geometric flow visualization
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
Hybrid CPU-GPU unstructured meshes parallel volume rendering on PC clusters
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
GPU-based particle systems for illustrative volume rendering
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
GPU accelerated image aligned splatting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Design philosophy of particle system animated on graphics accelerator
Pattern Recognition and Image Analysis
Temporal Blending for Adaptive SPH
Computer Graphics Forum
Computational physics on graphics processing units
PARA'12 Proceedings of the 11th international conference on Applied Parallel and Scientific Computing
Using symmetry and evolutionary search to minimize sorting networks
The Journal of Machine Learning Research
Efficient fluids simulation and rendering on GPU
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Mass-dependent integral curves in unsteady vector fields
EuroVis '13 Proceedings of the 15th Eurographics Conference on Visualization
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We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, providing an effective means for the manipulation and rendering of particle data on the GPU.To fully take advantage of this mechanism, efficient GPU realizations of algorithms used to perform particle manipulation are essential. Our system implements a versatile particle engine, including inter-particle collisions and visibility sorting. By combining memory objects with floating-point fragment programs, we have implemented a particle engine that entirely avoids the transfer of particle data at run-time. Our system can be seen as a forerunner of a new class of graphics algorithms, exploiting memory objects or similar concepts on upcoming graphics hardware to avoid bus bandwidth becoming the major performance bottleneck.