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Best of GTC
Presentation
Media
Practical Real-Time Voxel-Based Global Illumination for Current GPUs
Alexey Panteleev (NVIDIA)
This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin''s research, a library has be ...Read More

This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin''s research, a library has been developed that allows applications to render GI effects for large and fully dynamic scenes at 30 frames per second or more, producing soft diffuse indirect lighting and blurry specular reflections, and providing emissive material support. During the session, Alexey will talk about the cone tracing GI algorithm in general and get into the details of scene representation, efficient multi-resolution voxelization, and indirect light gathering.

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Best of GTC, SIGGRAPH 2014 - ID SIG4114
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Computer Graphics
Presentation
Media
Octree-Based Sparse Voxelization for Real-Time Global Illumination
Cyril Crassin (NVIDIA)
Discrete voxel representations are generating growing interest in a wide range of applications in computational sciences and particularly in computer graphics. A new real-time usage of dynamic voxelization inside a sparse voxel octree is to comp ...Read More

Discrete voxel representations are generating growing interest in a wide range of applications in computational sciences and particularly in computer graphics. A new real-time usage of dynamic voxelization inside a sparse voxel octree is to compute voxel-based global illumination. When used in real-time contexts, it becomes critical to achieve fast 3D scan conversion (also called voxelization) of traditional triangle-based surface representations. This talk describes an new surface voxelization algorithm that produces a sparse voxel representation of a triangle mesh scene in the form of an octree structure using the GPU hardware rasterizer. In order to scale to very large scenes, our approach avoids relying on an intermediate full regular grid to build the structure and constructs the octree directly.

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Keywords:
Computer Graphics, GTC 2012 - ID S2610
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Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination
Cyril Crassin (NVIDIA Research)
Global illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. Last year, we presented a new approach to c ...Read More

Global illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. Last year, we presented a new approach to compute indirect lighting in real-time that is based on a discrete voxel representation of the scene geometry and reflected radiance. In this approach, we proposed a new volumetric cone-tracing algorithm that is used to efficiently gather indirect lighting and evaluate indirect visibility, and takes advantage of a hierarchical sparse voxel octree data structure. In this talk, we will first present an overview of the technique and then describe the latest advances and results of these researches related to the fast voxelization and octree construction for dynamic scenes, the management of multiple light bounces as well as the efficient implementation on Kepler hardware.

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Keywords:
Computer Graphics, SIGGRAPH 2012 - ID SIG1226
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Computer Vision
Presentation
Media
Real-Time Voxel Carving with Automatic Synchronization
Torkel Haufmann (SINTEF ICT)
Learn how to reconstruct 3D objects using commodity level hardware and GPUs. We reconstruct 3D information through voxel carving on an Nvidia GTX 580. Voxel carving is inherently parallel and highly suited for the GPU. However, it requires that the i ...Read More
Learn how to reconstruct 3D objects using commodity level hardware and GPUs. We reconstruct 3D information through voxel carving on an Nvidia GTX 580. Voxel carving is inherently parallel and highly suited for the GPU. However, it requires that the input video streams are in sync, while commodity IP cameras can have a large and varying drift. In order to avoid the cameras getting out of sync we have implemented an automatic synchronization algorithm on the GPU. The full system, which includes decoding and foreground segmentation, can process up to 7 cameras in real-time.  Back
 
Keywords:
Computer Vision, GTC 2013 - ID P3168
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Computer Vision & Machine Vision
Presentation
Media
GPU-Accelerated 3D Surface Reconstruction Using Gaussian Mixture Sampling and Sparse Voxel Lists
Benjamin Eckart (Carnegie Mellon University)
As 3D depth sensors become smaller, cheaper, and more ubiquitous, it is becoming increasingly important to develop efficient and robust techniques to manage and process point cloud data. A common operation of particular importance is the ability to d ...Read More
As 3D depth sensors become smaller, cheaper, and more ubiquitous, it is becoming increasingly important to develop efficient and robust techniques to manage and process point cloud data. A common operation of particular importance is the ability to derive solid 3D geometry from unorganized sets of points. In this poster, we describe a parallel method to both process and compress 3D point data into a statistical parametric form in order to quickly construct a 3D triangle mesh using a modified form of the Marching Cubes algorithm.  Back
 
Keywords:
Computer Vision & Machine Vision, Machine Learning & Deep Learning, GTC 2015 - ID P5224
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Manufacturing
Presentation
Media
Scalable Manufacturing of Shaped Polymers
Adarsh Krishnamurthy (Iowa State University)
The aim of this project is to create designer, 3D, shaped polymer particles for engineering applications by combining masked photo-polymerization and flow sculpting in orthogonal directions. The final particle shape is the intersection of these 2D or ...Read More
The aim of this project is to create designer, 3D, shaped polymer particles for engineering applications by combining masked photo-polymerization and flow sculpting in orthogonal directions. The final particle shape is the intersection of these 2D orthogonal cross-sections. We use GPUs to generate voxelized representation of the particle shape. We then use constrained optimization with GPU acceleration to solve the inverse problem of generating the required cross-sections that will create the desired 3D particle shape  Back
 
Keywords:
Manufacturing, Computational Physics, GTC 2015 - ID P5197
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Media & Entertainment
Presentation
Media
Interactive Modelling and Rendering of Clouds
Jesper Mosegaard (Alexandra Instituttet)
In this presentation we explain how five small Danish animation/vfx companies and a Danish research institute worked together with the vision of increasing productivity and visual quality in clouds for small creative companies - these effects typical ...Read More
In this presentation we explain how five small Danish animation/vfx companies and a Danish research institute worked together with the vision of increasing productivity and visual quality in clouds for small creative companies - these effects typically requires a lot of waiting time for simulation or rendering. Our solution is fully interactive through utilization of the GPU. The graphics artist can manipulate mesh-geometry and will get interactive updates in final rendering quality of clouds with wispy features and multi-scatter light. We will explain how we carefully selected and implemented GPU algorithms going from mesh to voxel fields with wispy cloud appearances. We will also argue for an industry that needs more interactive tools to truly take advantage of the creative process.  Back
 
Keywords:
Media & Entertainment, Real-Time Graphics, GTC 2015 - ID S5430
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TurbulenceFD 2: Distributed Sparse Grid Fluid Simulation and Rendering for VFX
Jascha Wetzel (Jawset Visual Computing)
Voxel-based fluid simulation for VFX is currently mostly done on dense grids, but their poor spatial adaptivity restricts scalability. On GPUs, scalability is further restricted by the limited GPU memory. This talk gives an overview of the architectu ...Read More
Voxel-based fluid simulation for VFX is currently mostly done on dense grids, but their poor spatial adaptivity restricts scalability. On GPUs, scalability is further restricted by the limited GPU memory. This talk gives an overview of the architecture of TurbulenceFD 2 (TFD2) and how it handles fluid simulation and rendering. TFD2 implements a distributed sparse grid simulation and rendering framework that is highly adaptive and combines the memory and compute power of multiple GPUs and CPUs.  Back
 
Keywords:
Media & Entertainment, GTC 2015 - ID S5611
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Medical Imaging
Presentation
Media
Real-time Interaction with 3D Medical Imaging using 3D textures
Duane Storti (University of Washington - Seattle)
We present two applications employing CUDA's 3D texture memory to achieve real-time interaction with volumetric imaging data. Our starting point is an image stack segmented to specify the voxel set for each structure. (1) DRRACC accelerates the c ...Read More
We present two applications employing CUDA's 3D texture memory to achieve real-time interaction with volumetric imaging data. Our starting point is an image stack segmented to specify the voxel set for each structure. (1) DRRACC accelerates the computation of digitally reconstructed radiographs (DRRs). Combined with a graphical interface, DRRACC allows a user to select a bone, change its location/orientation, and view the simulated fluoroscope image in real-time. (2) GridModeler is a proof-of-concept CAD system based on an image stack format.   Back
 
Keywords:
Medical Imaging, Computer Aided Design, GTC 2013 - ID P3179
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A New GPU-Based Level Set Method for Medical Image Segmentation
Wenzhe Xue (Mayo Clinic Arizona; Arizona State University)
We have developed a new approach to measure lesion volumes in medical images using GPU programming. The approach is based on the level set method and minimizes the number of voxels included in the computational domain with unique efficiency. The unde ...Read More
We have developed a new approach to measure lesion volumes in medical images using GPU programming. The approach is based on the level set method and minimizes the number of voxels included in the computational domain with unique efficiency. The underlying cost function and specifics of the level sets approach are not limited by the implementation, and multiple methods for determining the boundary progression speed are possible. We have experimented with intensity-based approaches as well as higher-order feature spaces using multiple image contrasts. We have tested our approach on synthetic images and in a clinical setting. GPU programming also enables real-time 3D rendering and visualization of the propagating level set surface volume. This GPU-enabled combination of speed and interactivity makes our approach an excellent candidate for use in oncology where change in tumor volume guides clinical decision making and assessment of treatment effectiveness.  Back
 
Keywords:
Medical Imaging, Combined Simulation & Real-Time Visualization, Video & Image Processing, GTC 2014 - ID S4422
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Spatial and Temporal Feature Extraction for Brain Decoding Using CUDA
Alptekin Temizel (Middle East Technical University (METU))
Brain decoding is the process of predicting cognitive states from medical data which consists of thousands of voxels and hundreds of samples. Features representing spatial and temporal relationships among neighboring voxels are discriminative and the ...Read More
Brain decoding is the process of predicting cognitive states from medical data which consists of thousands of voxels and hundreds of samples. Features representing spatial and temporal relationships among neighboring voxels are discriminative and these relationships are estimated by solving regression for all samples of all voxels. Finding the nearest neighbors of all voxels and computing regression that includes matrix multiplication, addition and inverse with GPU implementation has a high speedup over CPU implementation.  Back
 
Keywords:
Medical Imaging, Signal & Audio Processing, GTC 2015 - ID P5290
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Real-Time Adaptivity in Head-and-Neck and Lung Cancer Radiotherapy Using a Multi-GPU Framework
Anand Santhanam (University of California, Los Angeles)
Attendees will learn the specific steps involved in adaptive radiation therapy and how each of the steps are significantly benefitted by GPU based algorithms. We will present our GPU implementation details and results for enabling real-time adaptive ...Read More
Attendees will learn the specific steps involved in adaptive radiation therapy and how each of the steps are significantly benefitted by GPU based algorithms. We will present our GPU implementation details and results for enabling real-time adaptive radiotherapy for head and neck cancer. The methods will focus on the algorithm details of the deformable image registration, systematic model guided validation of the registration process and a non-voxel based dose convolution, all of which are critical in improving head and neck cancer treatment. Results presented in this talk will focus light on the system accuracy and computational speed as compared with current clinical frameworks. A discussion on how this framework gets benefitted by a cloud setup will conclude the presentation.  Back
 
Keywords:
Medical Imaging, Developer - Algorithms, Computational Physics, GTC 2015 - ID S5438
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NVScene
Presentation
Media
The Timeless Way of Building Geometry: How to Create Content with Signed Distance Functions
Johann Korndorfer (Demogroup Mercury)
Good Signed Distance Functions define geometry by providing a semantic description that is very close to the essence of what the shape actually is - but that is almost completely lost when working with polygons or voxels, who solve the problem by thr ...Read More
Good Signed Distance Functions define geometry by providing a semantic description that is very close to the essence of what the shape actually is - but that is almost completely lost when working with polygons or voxels, who solve the problem by throwing big amounts of data at it. Think vector graphics vs. pixels. As a result, SDFs can describe objects in an elegant way that makes variation, animation and last-minute changes trivial. Since building good SDFs is not straightforward, this talk will focus on patterns that help with the modelling process by making it more structured, such as two different families of operators, debugging views, and assorted best practices that have helped us build last year's "the timeless" and other 64k and 4k intros. A very short introduction will show what a Signed Distance Function is (spoiler: a piece of code), what properties it should have and how it is commonly rendered. We will then probably spend most of the time live-coding SDFs and looking at  Back
 
Keywords:
NVScene, Real-Time Graphics, GTC 2015 - ID S5724
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Neuroscience
Presentation
Media
Distributed Multi-Level Out-of-Core Volume Rendering
Markus Hadwinger
- King Abdullah University of Science and Technology
In neuroscience, scans of brain tissue are acquired using electron microscopy, resulting in extremely high-resolution volume data with sizes of many terabytes. ...Read More
In neuroscience, scans of brain tissue are acquired using electron microscopy, resulting in extremely high-resolution volume data with sizes of many terabytes. To support the work of neurobiologists, interactive exploration of such volumes requires new approaches for distributed out-of-core volume rendering. A major goal of our distributed GPU volume rendering system is to sustain a pixel-to-voxel ratio of about 1:1. This display-aware approach effectively bounds the working set size required for ray-casting, which makes it largely independent of the volume resolution. Currently, our system achieves interactive volume rendering of 43GB and 92GB volumes on 1 to 8 Tesla nodes. Author: Markus Hadwinger (King Abdullah University of Science and Technology)  Back
 
Keywords:
Neuroscience, GTC 2010 - ID P10O01
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Real-Time Graphics
Presentation
Media
GigaVoxels, Real-time Voxel-based Library to Render Large and Detailed Objects
Pascal Guehl (INRIA)
The "Gigavoxels" technology was developed to allow real-time and visually realistic exploration of large scenes and detailed objects, possibly created on the fly. This technique has wide application, video games to special effects a la ...Read More

The "Gigavoxels" technology was developed to allow real-time and visually realistic exploration of large scenes and detailed objects, possibly created on the fly. This technique has wide application, video games to special effects a la Digital Domain (avalanches, smoke, clouds), through enriched visualization of astrophysical objects (ANR project: galaxy, nebulae). Based on CUDA and C++, the API allows you to interface volume rendering with classical OpenGL rendering and mask the engine details, including the underlying data structure, the dynamic loading of data and the GPU cache system. It also gives access to the parts on which researchers experiment (voxel rendering equation, production of bricks of voxels, storage and interpolation of user variables added to voxels).

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Keywords:
Real-Time Graphics, Game Development, Media & Entertainment, Scientific Visualization, GTC 2013 - ID S3335
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Practical Real-Time Voxel-Based Global Illumination for Current GPUs
Alexey Panteleev (NVIDIA)
This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin's research, a library has been developed ...Read More
This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin's research, a library has been developed that allows applications to render GI effects for large and fully dynamic scenes at 30 frames per second or more, producing soft diffuse indirect lighting and blurry specular reflections, and providing emissive material support. During the session, Alexey will talk about the cone tracing GI algorithm in general and get into the details of scene representation, efficient multi-resolution voxelization, and indirect light gathering.  Back
 
Keywords:
Real-Time Graphics, Developer - Performance Optimization, Game Development, Mobile Applications, GTC 2014 - ID SIG4114
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NVIDIA VXGI: Dynamic Global Illumination for Games
Alexey Panteleev (NVIDIA)
VXGI is the new real-time dynamic global illumination technology from NVIDIA that can completely change the way that games look. We'll demonstrate the possibilities it provides, describe what is required to use VXGI in a rendering engine, and talk a ...Read More
VXGI is the new real-time dynamic global illumination technology from NVIDIA that can completely change the way that games look. We'll demonstrate the possibilities it provides, describe what is required to use VXGI in a rendering engine, and talk about the basics of the algorithm that is applied to compute indirect illumination, along with the limitations of this algorithm. We'll also show some techniques that you can use with VXGI's custom voxelization and cone tracing shaders.  Back
 
Keywords:
Real-Time Graphics, Game Development, GTC 2015 - ID S5670
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Video & Image Processing
Presentation
Media
Medical Image Registration with CUDA
Richard Ansorge
This session will discuss the exceptionally fast 3D Medical Image Registrations achieved using CUDA. Speedups of up to 750 times were obtained as compared to code in daily use at Addenbrookes Hospital and Bio-Medical Campus. Some very recent res ...Read More

This session will discuss the exceptionally fast 3D Medical Image Registrations achieved using CUDA. Speedups of up to 750 times were obtained as compared to code in daily use at Addenbrookes Hospital and Bio-Medical Campus. Some very recent results are shown in the figures. This work is of direct application in both research and clinical practice. A particular application is voxel based MRI morphometry in humans and in animal brains. Here small changes in particular regions of the brain are studied to monitor disease progression, response to treatment and effects of genetic variation etc.

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Keywords:
Video & Image Processing, Medical Imaging, GTC 2009 - ID S09088
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GPUs Revolutionizing the Diamond Industry
Rupali Deshpande (NVIDIA)
Throughout the ages, the diamond''s dance of light has captured our fascination. This beauty does not happen by chance but is clearly determined by the design and craft of the diamond''s cut. This presentation will provide an ove ...Read More

Throughout the ages, the diamond''s dance of light has captured our fascination. This beauty does not happen by chance but is clearly determined by the design and craft of the diamond''s cut. This presentation will provide an overview of how GPUs are accelerating the process of converting rough stones to polished & sparkling diamonds. Technology brought a huge spike in the number of diamond pieces being processed from a meager 5 pieces per worker per day to around 150 pieces being cleared everyday by each worker. The industry challenge is to get the rough stones converted into diamonds with high precision and quality, minimum wastage and at speed of light. The range of computational visualization techniques where NVIDIA GPUs have helped address these challenges are GPU-based reconstruction, CUDA based ray tracing, surface rendering of voxel data, density contrast, and OpenGL Rendering. In this presentation attendees will learn how GPU technologies are determining the 4C''s of the diamond industry - Clarity, Color, Cut and Carat.

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Keywords:
Video & Image Processing, Rendering & Ray Tracing, GTC 2013 - ID S3541
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