Exploring 2D and 3D graphics algorithms and representations for rendering, geometric modeling, and animation
Computer graphics is notoriously compute-hungry. Yet the ambition of synthesizing all known or imaginable visual effects in real-time remains far from fully realized and will require even more computation. Fortunately, specialized graphics hardware is becoming more powerful. Multi-core computers with many processors are also developing. The amount of computation that can be done in parallel and per memory reference both continue to grow. Efficient graphics algorithms must therefore be computed in parallel, respect the memory hierarchy, and minimize communication between threads and between the CPU and graphics co-processor (GPU). Hardware trends favor algorithms that perform computation only over a small, local working set, stream data from input to output, and amplify data as it moves through memory hierarchy levels successively closer to the computational units. We are exploring new graphics representations and algorithms that take advantage of existing and upcoming hardware features to heighten the quality of real-time computer graphics.
- Neel Joshi and C. Lawrence Zitnick, Micro-Baseline Stereo, no. MSR-TR-2014-73, 22 May 2014.
- Zicheng Liao, Neel Joshi, and Hugues Hoppe, Automated video looping with progressive dynamism, in ACM Trans. Graphics (SIGGRAPH), 32(4), 2013., Association for Computing Machinery, Inc., 22 July 2013.
- YiChang Shih, Brian Guenter, and Neel Joshi, Image Enhancement using Calibrated Lens Simulations, in Proc. 12th European Conference on Computer Vision, ECCV 2012, European Conference on Computer Vision (ECCV), 8 October 2012.
- Neel Joshi, Abhishek Kar, and Michael Cohen, Looking At You: Fused Gyro and Face Tracking for Viewing Large Imagery on Mobile Devices, in ACM SIGGCHI 2012, ACM Conference on Human Factors in Computing Systems, 5 May 2012.
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