
VI
Compute
This section covers techniques that are made possible with the usage of compute
GPU interfaces.
The first chapter, “Octree Mapping from a Depth Camera,” shows how to
render artificial objects with consistent shading from arbitrary perspectives in a
real-world scene. This chapter uses CUDA to reconstruct 3D scenes from depth
cameras at near real-time speeds. The scene is represented by a sparse voxel
octree (SVO) structure that scales to large volumes.
The second chapter, “Interactive Sparse Eulerian Fluid,” describes a method
for computing and rendering smoke-like fluid in real time on the GPU using
DirectX 11+ with a key focus on the advantages ...