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Selected Publications (Selected papers/talks can be downloaded from My Favorite/By years/Talks webpages)
Selected List By years My Favorite Patents Talks    


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Vis04

Hardware-Accelerated Adaptive EWA Volume Splatting (Project Webpage)
Wei Chen, Liu Ren, Matthias Zwicker and Hanspeter Pfister

Proceedings of IEEE Visualization 2004, October.2004, Austin, USA. pp.67-74



We present a hardware-accelerated adaptive EWA (elliptical weighted average) volume splatting algorithm. EWA splatting combines a Gaussian reconstruction kernel with a low-pass image filter for high image quality without aliasing artifacts or excessive blurring. We introduce a novel adaptive filtering scheme to reduce the computational cost of EWA splatting. We show how this algorithm can be efficiently implemented on modern graphics processing units (GPUs). Our implementation includes interactive classification and fast lighting. To accelerate the rendering we store splat geometry and 3D volume data locally in GPU memory. We present results for several rectilinear volume datasets that demonstrate the high image quality and interactive rendering speed of our method.

pdf video bibtex slides

 
PG04

Real-time Voxelization for Complex Polygonal Models
Zhao Dong, Wei Chen, Hujun Bao, Hongxin Zhang and Qunsheng Peng

Proceedings of Pacific Graphics 2004, October 2004, Seoul, Korea. pp.73-78



In this paper we present a real-time voxelization algorithm which is implemented with newest programmable graphics hardware. The algorithm first converts geometric model into discrete voxel space. The resultant voxels are then encoded as 2D textures and stored in three intermediate sheet buffers called directional sheet buffers according the orientation of the boundary surface. These buffers are finally synthesized into one worksheet. The whole pipeline traverses the geometric model only once and is accomplished entirely in GPU (graphics processing unit), yielding a real-time and configurable voxelization engine. The algorithm is simple to implement and can be added easily to diverse applications such as volume-based modelling, transparent rendering and collision detection.

pdf video bibtex slides

 

Interactive Collision Detection for Complex and Deformable Models Using Programmable Graphics Hardware
Wei Chen, Huagen Wan, Hongxin Zhang, Hujun Bao and Qunsheng Peng

Proceedings of the ACM VRST (symposium on Virtual Reality Software and Technology) 2004, Hongkong, October 2004. pp.10-15



In this paper we present an interactive collision detection algorithm for complex and deformable objects. For two target models, our approach rapidly calculates their region of interests (ROI), which is the overlapping of their axis aligned bounding boxes (AABBs), in CPU. The surfaces of both models inside the ROI are then voxelized using a novel GPU-based real-time voxelization method. The resultant volumes are represented by two 2D textures in video memory. The collision query is efficiently accomplished by comparing these 2D textures in GPU. The algorithm is robust to handle arbitrary shapes, no matter geometric models are convex or concave, closed or open, rigid or deformable. Our preliminary implementation achieves interactive frame rate for complex models with up to one million triangles on commodity desktop PCs.

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