Author: Jesper Mosegaard

We are  playing around with our CUDA ray tracing software. The design philosophy is to create a real-time ray tracing experience that allows the user to play with the visual parameters and get an instant feedback. This is not something revolutionary but ray tracing is such a flexible rendering technique, so the basic software can be used in a lot areas. In this demo the user can change and update the material properties at runtime. We finally found a decent…

In this tutorial I will give an easy and intuitive explanation on how to code a cloth simulator using Newtons second law, Verlet integration, and iterative constraint satisfaction. I do not expect you to know these terms – or physics for that matter. The tutorial is accompanied by easy-to-read source code in object oriented C++. I have opted for a minimal dependency on external libraries (OpenGL and Glut) and kept all source code in a single cpp file. Source Code…

We are happy to announce that Karsten Noe has signed the letter of appointement, and will thus join the computer graphics group at the Alexandra Institute from the 1st of august 2009. Karsten was previously a PhD student (expecting a PhD degree soon) from the Department of Computer Science, University of Aarhus, working on GPU accelerated registration of deformable tissue in radiation therapy.

The real-time simulation of congenital heart surgery has been a research project since 2003. We have successfully designed and implemented a very detailed cardiac surgical simulation through the utilization of the GPU for general purpose calculations, e.g. soft tissue deformation, displacement mapping and haptic feedback. We have written a number of papers on these subject (see http://www.jespermosegaard.dk/Publications). The research project was a collaboration between computer scientists and surgeons from Aarhus, London and Tübingen.

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…