1 |
10/17 |
A fast procedure for computing the distance between complex objects in three-dimensional space |
μ΅λμ€ |
2 |
10/17 |
Fast collision detection for deformable models using representative-triangles |
λ°μ μΈ |
3 |
10/17 |
gProximity: Hierarchical GPU-based Operations for Collision and Distance Queries |
λ
Έμ μ°¬ |
4 |
10/17 |
Collision-Streams: Fast GPU-based Collision Detection for Deformable Models |
ννΈμ€ |
|
10/24 |
[Project] Propsal presenation |
All |
5 |
10/31 |
FASTCD: Fracturing-Aware Stable Collision Detection |
μ΄μμ |
6 |
10/31 |
Scalable Collision Detection Using p-Partition Fronts on Many-Core Processors |
μ΄μ¬ν |
7 |
10/31 |
K-Nearest Neighbor Search by Random Projection Forests |
μμμ€ |
8 |
10/31 |
Real-time KD-tree construction on graphics hardware |
κΉλ΄ν |
9 |
11/07 |
Fast BVH Construction on GPUs |
μ΅μμ |
10 |
11/07 |
Stackless Multi-BVH Traversal for CPU, MIC and GPU Ray Tracing |
κΉμμ° |
11 |
11/07 |
Fast distance queries with rectangular swept sphere volumes |
μ΅λμ€ |
12 |
online |
Simple and parallel proximity algorithms for general polygonal models |
λ°μ μΈ |
|
11/14 |
[Project] Mid-term progress presentation |
All |
13 |
online |
SIMDop: SIMD optimized Bounding Volume Hierarchies for Collision Detection |
ννΈμ€ |
14 |
online |
Fast GPU-based locality sensitive hashing for k-nearest neighbor computation |
λ
Έμ μ°¬ |
15 |
online |
Scalable Nearest Neighbor Algorithms for High Dimensional Data |
μ΄μμ |
16 |
11/21 |
SONG: Approximate Nearest Neighbor Search on GPU |
μ΄μ¬ν |
17 |
online |
Fast, Effective BVH Updates for Animated Scenes |
μ΅μμ |
18 |
11/28 |
Contact-based Bounding Volume Hierarchy for Assembly Tasks |
μμμ€ |
19 |
11/28 |
A Hardware Unit for Fast SAH-optimised BVH Construction |
κΉλ΄ν |
20 |
11/28 |
RTNN: accelerating neighbor search using hardware ray tracing |
κΉμμ° |
|
12/05 |
[Project] Final presentation I |
All/2 |
|
12/12 |
[Project] Final presentation II |
All/2 |