Research and Software
Below are some research projects in SurfLab
The newest research results appear under Publications
before 1999 and
iPASS using OpenGL 4
An OpenGL 4 implementation of the interactive Pixel-Accurate Shading of Surfaces (iPASS) algorithm.
Toolkit for Illustration of Procedures in Surgery
Swarm-NG: Discovery of extra-solar planets using CUDA
| Source Code
Dindar, S., E.B. Ford, M. Juric, Y.I. Yeo, J. Gao, A.C. Boley, B. Nelson, J. Peters Swarm-NG: A CUDA Library for Parallel n-body Integrations with focus on Simulations of Planetary Systems
, New Astronomy, Volumes 23-24, October 2013, Pages 6-18
Box-splines and applications
Constraint Solving and Configuration Spaces
Tri/Quad/Pent Surface Patch Construction and Rendering on the GPU
As an alternative to mesh refinement, a quad-dominant control mesh is
converted directly to polynomial patches that join smoothly. Our
two-pass GPU algorithm addresses meshes with adjacent extraordinary
vertices, triangles, pentagons, and polar configurations. The first pass
constructs the Bezier patches of the final surface using the vertex and
geometry shader, and the second pass evaluates and renders these patches
after sending in a pre-tessellated domain. The source code is freely
available for educational purposes and has been tested on the following.
Questions go to Ashish Myles (firstname.lastname@example.org), and if that doesn't
work, then to Jorg Peters (email@example.com).
- Windows Vista Professional 32- and 64-bit
- Visual Studio 2005
- November 2007 DirectX 10 SDK (June 2008 SDK's shader compiler crashes)
- CGAL 3.3.1
- GeForce 8800GTX, 8800GT (used for the paper), and ATI Radeon HD 4870 X2
(source code, updated 2009-02-24)
A Realtime GPU Subdivision Kernel
By organizing the control mesh of subdivision in texture memory
so that irregularities occur strictly inside independently refinable
fragment mesh, all major features of subdivision algorithms can be
realized in the framework of highly parallel stream processing.
Our implementation of Catmull-Clark subdivision as a GPU kernel
in programmable graphics hardware can model features like
semi-smooth creases and global boundaries; and a simplified version
achieves near-realtime depth-five re-evaluation of moderate-sized
subdivision meshes. The approach is easily adapted to other
refinement patterns, such as Loop, Doo-Sabin
or sqrt3 and it allows for postprocessing with additional shaders.
4-3 Direction Subdivision
||4-3 subdivision is an alternative to Catmull-Clark subdivision
on quadrilateral nets and a modification of Loop's scheme for
triangulations, plus a simple transition rule. In regular mesh regions,
4-3 surfaces are C2 (otherwise C1) and generalize two closely-related
quartic box-splines. The quad-component of 4-3 has a smaller stencil than
Catmull-Clark and is the unique scheme with a 3 x 3 stencil that can model
constant features, aligned with the quad grid or diagonal to it, without
Subdividable Linear Maximum-norm Enclosure (SubLiME)
Subdividable linear efficient function enclosures (Slefes)
provide, at low cost, a piecewise linear pair
of upper and lower bounds f^+, f^-,
that sandwich a function f on a given interval:
f^- <= f <= f^+.
These bounds are observed to be very tight.
See papers: [Univariate B\'ezier],
[Optimality] and download the SubLiME package for
(Version 1.1, updated June 22th 2003)
Mesh Mutation in Programmable Graphics Hardware
||We show how a future graphics or visual processor unit, enhanced
with random read and write to video memory, can represent, refine and
adjust complex meshes arising in modeling, simulation and animation.
To leverage SIMD parallelism, a general model based on the mesh atlas
is developed and a particular implementation without pointers is
proposed in which primal, binary refinement of, possibly mixed,
quadrilateral and triangular meshes of arbitrary topological genus,
as well as their traversal is supported by user-transparent programmable
graphics hardware. Adjustment, such as subdivision smoothing rules,
is realized as user-programmable mesh shader routines. Attributes are
generic and can be defined in the graphics application by binding them
to one of several general addressing mechanisms.
Patching Catmull-Clark Meshes
||PCCM transformation creates maximally large, smoothly joining
Nurbs patches of order 4 from Catmull-Clark subdivision meshes. It can
be applied after any of the first subdivision steps and creates patches
that are maximally large in the sense that one patch corresponds to one
quadrilateral facet of the initial, coarsest quadrilateral mesh before
subdivision. The patches join $C^2$ almost everywhere and with tangent
continuity in the immediate neighborhood of extraordinary mesh nodes, matching
the global smoothness of Catmull-Clark limit surfaces. More...
||C1 surface splines represent smooth manifolds that can be
embedded smoothly or non-smoothly into Rn. The connectivity
allows for arbitrary patch layout and the blend ratios for local control
over the distribution of curvature. In particular, sharp features can be
modeled in the same framework by local, intuitive choice of these blend
title page shows a surface spline.
We implemented a minimal, portable C-implementation of Surface splines
without major data structure overhead (Read the
papers in particular Pcp2Nurb):
code and VRML output
Box-Spline Based CSG Blends
||To blend implicitly defined constructive solid geometry surfaces, we
are using the zero set of a spline in three variables. The resulting blend
surface is generically curvature continuous, of algebraic degree four independent
of the number of surfaces joined, and supports both point classification
and efficient rendering.
||Artesano provides an intuitive interface to modeling complex
surfaces. It is based on deforming surfaces with virtual tools rather than
by modifying mathematical quantities such as control points or blend ratios.
The virtual tools mimic the tools a designer uses for modeling in clay.
It is primarily intended for the first steps in a design process, where
creativity is more important than exactness in the mathematical sense.
Even though, the models produced are guaranteed to be smooth and can be
easily exported into general CAD-packages.
It uses the SurfLab's geometry library using an Open Inventor frontend.
A port to WIN32 platforms exists.
||Objects and images
created with Artesano
Real time moment computations
||Efficient and exact calculation of the moments of objects enclosed
by a free-form surface for animation or design. Since the moments, like
the volume, can be computed rapidly, it is possible to solve inverse problems
as, for example, determining the fill-height of a given volume of liquid
in a container in real-time.
Show me the movie QuickTime
movie (260k bytes)
The Topological House
SurfLab's geometry library
The library consists of a collection of data structures, routines, and
programs to define and manipulate the geometry of Surface Splines
and other parametric representations.
The geometry library is composed of several modules of C++, Maple,
and Matlab code.
The C++ modules work for SGI IRIX 5.3 and Windows NT.
BezierView A small program to visualize Bezier patches and their curvatures.
05:15:42 PM, Wed May 21, 2014