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Master's Thesis - Studierstube Augmented Reality Project - Graz ...

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2.2 Advanced Graphics Processing<br />

applied to bring out or suppress several important or fewer interesting areas of the 3D<br />

texture. Volume rendering techniques as describes in section 2.1.1.1 can here be applied<br />

as well, for example setting a transfer function. Figure 2.15(c) shows an applicatory<br />

example of such an approach from [Interrante1998].<br />

(a) A LIC texture from<br />

[Cabral1993] of a fluid dynamics<br />

field multiplied by a color<br />

image.<br />

(b) A PLIC evaluated dataset<br />

colored by the underlying<br />

velocity magnitude from<br />

[Vivek1999].<br />

(c) Flow simulation with<br />

interactive settable transfer<br />

function and clipping plane<br />

[Interrante1998].<br />

Figure 2.15: A comparison between examples of different dense flow vector field representations.<br />

The algorithms introduced so far can be directly implemented on graphics hardware.<br />

Depending on the complexity such an approach will provide a certain speedup<br />

in contrast to implementations on a CPU. How graphics hardware can be programmed<br />

to execute algorithms which are actually intended to be used on a CPU is described in<br />

the next section.<br />

2.2 Advanced Graphics Processing<br />

Today’s personal computers are, even without 3D-acceleration cards, high-end graphics<br />

work stations compared to specialized hardware from 1982. The next sections will<br />

illuminate the newest available Graphics Processing Unit (GPU) and the principals<br />

of performing general purpose computations using this hardware unit. The reader is<br />

referred to [GbR2007] 1 for a deeper insight into hardware issues. [GLSL2004; Cg2007;<br />

Pharr2005; FernGPU2004] will provide hints and definitions for programming on a<br />

GPU.<br />

1 and to http://en.wikipedia.org/wiki/Graphics card<br />

29

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