In the following I will present a method for deforming three dimensional geometry using a technique relying on radial basis functions (RBFs). These are mathematical functions that take a real number as input argument and return a real number. RBFs can be used for creating a smooth interpolation between values known only at a discrete set of positions. The term radial is used because the input argument given is typically computed as the distance between a fixed position in 3D space and another position at which we would like to evaluate a certain quantity…

As part of the GPGPU course at the University of Aarhus in 2005 we developed a very simple set of base-classes for General Purpose Computation using the Graphics Processing Unit (GPGPU) through OpenGL, Nvidia CG, and either framebuffer objects or PBuffers for render-to-texture functionality. Today you should ideally use Nvidia CUDA or OpenCL for GPGPU – but the code might still be of interest for older hardware or a pure OpenGL/CG based approach to GPGPU: SimpleReactionDiffusion (framebuffer_object).zip The archive file…

This post will try to explain how to implement a GPU based raycasting render, using open GL and Nvidia’s CG. This tutorial assumes some experiance with OpenGl and vertex-fragment shaders. First of all why do we need this algortihm? Because it is a smart way to achieve high quality volume rendering and the raycasting algorithm is well suited for the modern GPU’s. Esspecially the new 8800 series because of the unified shading system. The reason behind this tutorial is to…