Posts Tagged ‘algorithm’

Faster-than-fast Fourier transform

At the upcoming ACM Symposium on Discrete Algorithms conference, a group of MIT researchers is presenting a new Fourier Transform algorithm that can improve on the now-standard “Fast Fourier Transform” (FFT) algorithm by a full order of magnitude. In the SODA paper, they do this by repeatedly cutting the slice of spectrum into smaller pieces […]

Fast Approximate Anti-Aliasing

CodingHorror isn’t typically a website to visit for visualization advice, but a new post over there details the many types of anti-aliasing algorithms, complete with lots of detail and examples and the original paper for the FXAA algorithm. Pretty much all “modern” anti-aliasing is some variant of the MSAA hack, and even that costs a […]


Data-driven Visual Similarity for Cross-domain Image Matching

At SIGGRAPH Asia, researchers from Carnegie Mellon’s CS department are demonstrating an interesting new algorithm capable of matching not only similar images, but matching paintings and sketches against databases of images looking for matches. The goal of this work is to find visually similar images even if they appear quite different at the raw pixel […]

An Inside Look At New Research On CG Global Illumination

NVidia’s Cyril Crassin has a great post on their Developer Blog talking about his in-depth research into realistic lighting in computer rendering.  Discussing realtime vs offline, along with many algorithms and physics effects, it’s a great-read. The key to our approach lies in a new algorithm and data structure that allow much faster computation. Instead […]


SMAA: Enhanced Subpixel Morphological Antialiasing

A new paper from the folks at Crytek and the Universidad de Zaragoza showcases a new antialiasing technique they call SMAA, or Subpixel Morphological Antialiasing.  The results are promising, as shown above. We present a new image-based, post-processing antialiasing technique, that offers practical solutions to all the common problems of existing filter-based antialiasing algorithms. It […]

Rendering Synthetic Objects into Legacy Photographs

An amazing paper at SIGGRAPH2011 Asia from Kevin Karsch, Varsha Hedau, David Forsyth, Derek Hoiem shows some amazing algorithms they’ve developed for inserted rendered & artificial objects into photographs of real-scenes, all with a minimum of user input. With a single image and a small amount of annotation, our method creates a physical model of the scene that is suitable […]


The Return of the ‪Unlimited Detail Real-Time Rendering Technology Myth

It was about a year ago when we first brought you the news of “Euclideon Geometry’s Unlimited Detail Real-time Rendering engine all based on Voxel-rendering.  Haven’t heard much from then but now they’re back with another video showcasing their engine and some information. Hi everyone. We’ve been working very hard and we hope you like […]

Automatic CPU-GPU Communication Management and Optimization

InsideHPC dug up a nice paper from the ACM PLDI conference that discusses a prototype CPU-GPU Communication optimization tool called ‘CGCM’.  From their conclusions: CGCM has two parts, a run-time library and an optimizing compiler.  The run-time library’s semantics allow the compiler to manage and optimize CPU-GPU communication without programmer annotations or heroic static analysis. The compiler […]

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Demo of Geometry Buffer Anti-Aliasing

I just found this interesting example (with Source Code) of a new anti-aliasing technique called “GBAA”, or Geometry Buffer Anti Aliasing.  It uses a separate buffer to store geometry information as two-channel edge distance data , then uses a pixel buffer to select which pixel to show at rendertime. The advantage of GBAA over GPAA […]

New Visualisations for OpenSpending

Gregor Aisch gave a recent sneak-peek of some OpenSpending visualization work that has resulted in a new visualization method he calls “radial bubble trees”.  Built entirely in web-friendly technologies like HTML5 and SVG, it’s a highly-interactive method of diving into the data. We recently re-implemented the bubble visualisation from WDMMG to make it more re-usable […]


Depixelizing Pixel Art

An interesting paper submitted to SIGGRAPH2011 from Microsoft’s Johannes Kopf and Hebrew University’s Dani Lischinski puts forth a new automated algorithm for “Vectorizing” old pixellized graphics. We describe a novel algorithm for extracting a resolution-independent vector representation from pixel art images, which enables magnifying the results by an arbitrary amount without image degradation. Our algorithm […]

Tendex And Vortex Lines – A New Way To Visualize Warped Space And Time

Researchers at Caltech have come up with a new way to visualize the warping of space and time using what they call ‘Tendex’ lines, a clever way to visualize these fields similar to electric and magnetic forces. Tendex and vortex lines provide a powerful new way to understand black holes, gravity, and the nature of […]