geometry shader
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2018 ◽  
Vol 18 (3) ◽  
pp. 243-250
Author(s):  
Aijun Zhang ◽  
Xinxin Li ◽  
Gaoming Jiang ◽  
Zhijia Dong ◽  
Honglian Cong

Abstract A realistic computerized simulation of double-bar plush fabrics can result in a time-saving development process with high quality. Based on basic analysis of jacquard principles, a fast 3-D simulation method of warp-knitted plush fabrics is proposed by using a geometry shader on GPU. Firstly, pile areas and non-pile areas are identified according to the jacquard design graphs and chain notations. According to the directions of observation and raised pile, two layered chips are formed in the geometry shader with an approach of multi-layered textures. To ensure that the simulated piles resemble the real ones, the directions of the piles are randomized with the Perlin noise method. One pile is generated along its length with numerous layers in the plush fabric model. Simulation results of piles on both the technical face and technical back are obtained via the model built above, which is confirmed with practicability and efficiency. This 3D simulation approach improves the visualization appearance of piles just as they are actually raised.


GPU Pro 360 ◽  
2018 ◽  
pp. 33-49
Author(s):  
Pedro Hermosilla ◽  
Pere-Pau Vazquez
Keyword(s):  

2016 ◽  
Vol 32 (2) ◽  
pp. 271-271
Author(s):  
Shu-Huai Chang ◽  
Yu-Chi Lai ◽  
Chih-Yuan Yao ◽  
Kai-Lung Hua ◽  
Yuzhen Niu ◽  
...  
Keyword(s):  

2013 ◽  
Vol 30 (3) ◽  
pp. 327-340 ◽  
Author(s):  
Hsu-Huai Chang ◽  
Yu-Chi Lai ◽  
Chin-Yuan Yao ◽  
Kai-Lung Hua ◽  
Yuzhen Niu ◽  
...  
Keyword(s):  

GPU Pro ◽  
2010 ◽  
pp. 140-165
Author(s):  
Pedro Hermosilla ◽  
Pere-Pau Vázquez
Keyword(s):  

2009 ◽  
Vol 2009 ◽  
pp. 1-7 ◽  
Author(s):  
Hanli Zhao ◽  
Xiaogang Jin ◽  
Jianbing Shen ◽  
Shufang Lu

Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of 3D graphics applications. High performance for such operation is necessary in order to provide users with fast responses. This paper proposes a fast and reliable mouse picking algorithm using graphics hardware for 3D triangular scenes. Our approach uses a multi-layer rendering algorithm to perform the picking operation in linear time complexity. The objectspace based ray-triangle intersection test is implemented in a highly parallelized geometry shader. After applying the hardware-supported occlusion queries, only a small number of objects (or sub-objects) are rendered in subsequent layers, which accelerates the picking efficiency. Experimental results demonstrate the high performance of our novel approach. Due to its simplicity, our algorithm can be easily integrated into existing real-time rendering systems.


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