Jag Mohan Singh

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Compact representation of geometry using a suitable procedural or mathematical model and a ray-tracing mode of rendering fit the programmable graphics processor units (GPUs) well. Several such representations including parametric and subdivision surfaces have been explored in recent research. The important and widely applicable category of the general(More)
The Direct3D10/SM4.0 system [Blythe 2006] is the 4 generation programmable graphics processing units (GPUs) architecture. The new pipeline introduces significant additions and changes to prior generation pipeline. We explore these new features and experiment to judge their performance. The main facilities introduced that we ponder upon are, Unified(More)
Points, lines, and polygons have been the fundamental primitives in graphics. Graphics hardware is optimized to handle them in a pipeline. Other objects are converted to these primitives before rendering. Programmable GPUs have made it possible to introduce a wide class of computations on each vertex and on each fragment. In this paper, we outline a(More)
We present a simple and powerful scheme to allow CSG of implicit surfaces on the GPU. We decompose the boolean expression of surfaces into sum-of-products form. Our algorithm presented in this paper then renders each product term, sum of products can be automatically by enabling depth test. Our Approximate CSG uses adaptive marching points algorithm for(More)
The advent of advanced graphics technologies and improved hardware has enabled the generation of highly complex models with huge number of triangles. Point-based representations and rendering have emerged as viable representations for high-quality models in this scenario. These methods have been demonstrated only on high resolution, compact objects so far.(More)
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