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Swami Manohar

dblp:21/4868 · DBLP profile ↗
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12ranked-venue papers
1as first author
0since 2021 · last 2002
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-authorSystems, architecture and hardware · 5

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
GPUs and heterogeneous computing
graphics hardware
0.011997
A Unified Architecture for the Computation of B-Spline Curves and Surfaces · IEEE Trans. Parallel Distributed Syst. 1997
Geometric modeling and processing › computer-aided design › computer-aided geometric design › NURBS modeling
NURBS curves and surfaces
0.011997
A Unified Architecture for the Computation of B-Spline Curves and Surfaces · IEEE Trans. Parallel Distributed Syst. 1997

Methods — techniques the papers use, named apart from their topics

systolic architecture · 0.0
YearPublicationVenuePosition
2002 Techniques for Realistic Visualization of Fluids: A Survey
abstract
Visualization of fluids has wide applications in science, engineering and entertainment. Various methodologies of visualizing fluids have evolved which emphasize on capturing different aspects of the fluids accurately. In this survey the existing methods for realistic visualization of fluids are reviewed. The approaches are classified based on the key concept they rely on for fluid modeling. This classification allows for easy selection of the method to be adopted for visualization given an application. It also enables identification of alternative techniques for fluid modeling.
Neeharika Adabala, Swami Manohar
Comput. Graph. Forum2
2000 Volume Sculpting and Keyframe Animation System
abstract
In traditional animation, keyframes are modeled and standard graphics pipeline is used to animate the scene. In this paper we consider volume animation where the 3D world and its components are represented as a voxel model. The voxel model is annotated with hierarchical feature information and thus facilitates easy volume editing. These annotations are based on regularised Minkowski operators used in constructing/sculpting the model. The Selective editing of volume models also becomes possible with these annotations. The pure voxel or volumetric approach used from start to finish has the advantage that extremely simple data structures and algorithms enable us to generate complex volume animations.
Vijay Chandru, N. Mahesh, Manivannan Muniyandi, Swami Manohar
CA4
2000 Molecular Dynamics Visualization with XML and VRML
abstract
A new Extensible Markup Language (XML) application, Molecular Dynamics Language (MoDL) has been developed. MoDL provides a simple, but powerful tool for molecular dynamics visualization and has been developed by combining, for the first time, the strengths of XML and the Virtual Reality Modeling Language. The details of MoDL, its implementation and examples of its use are presented in this paper.
B. Arun, Vijay Chandru, A. D. Ganguly, Swami Manohar
Computer Graphics International4
2000 Modeling and rendering of gaseous phenomena using particle maps
abstract
Any modeling scheme for gaseous phenomena in graphics has to capture three aspects: the fuzzy geometry of the gas, the dynamics, characterized by the presence of vortices, and the interaction of light with the gaseous volume. We represent the gaseous volume as a particle system and apply Vortex Element Methods (VEM) to model the dynamics. A Lagrangian formulation that is gridless and hence ideal for unbounded flows is used. A gridless approach to ray tracing the particle systems is developed using particle maps. These maps are used to estimate densities within a gaseous volume analogous to the way volume photon maps are used to estimate radiance during Monte Carlo ray tracing. A technique is proposed to merge particle and volume photon maps to obtain an effective method for simulating multiple scattering in a dynamic inhomogeneous participating medium. Our method for modeling and rendering gaseous phenomena is conceptually simple and grid free. Particle maps play an effective role, as the nearest neighbor information obtained during the rendering phase is exploited during the dynamics computation. We preset results that demonstrate the effectiveness of our approach. Copyright © 2000 John Wiley & Sons, Ltd.
Neeharika Adabala, Swami Manohar
Comput. Animat. Virtual Worlds2
1999 Advances in volume graphics
Swami Manohar
Comput. Graph.1
1998 Hardware architecture for voxelization-based volume rendering of unstructured grids
Edmond C. Prakash, Swami Manohar
J. Syst. Archit.2
1997 Parallel interactive virtual machining on shared memory multiprocessors
abstract
Interactive sculpting is the process by which a designer can impose free form shape changes on the object being designed. It has potential applications in fields like computer aided geometric design and rapid prototyping. Our approach to interactive sculpting is through the intermediate step of interactive virtual machining (IVM). IVM is a subset of interactive sculpting in that the degrees of freedom available to the sculptor are reduced. The goal of our work is to demonstrate the feasibility of interactive virtual machining on a shared memory multiprocessor workstation. Our prototype IVM system uses a voxel based approach. It provides common machining tools to the user and uses Minkowski operations (P.K. Ghosh, 1993) to implement those tools. Parallel implementation of the virtual machining tools has shown that sculpting with 256/sup 3/ voxel array is possible with frame rate of around 20 frames/sec. We present the parallel algorithms for virtual machining tools and the results of implementation on a shared memory multiprocessor environment.
N. Mahesh, Swami Manohar
HiPC2
1997 A Unified Architecture for the Computation of B-Spline Curves and Surfaces
abstract
B-Splines, in general, and Non-Uniform Rational B-Splines (NURBS), in particular, have become indispensable modeling primitives in computer graphics and geometric modeling applications. In this paper, a novel high-performance architecture for the computation of uniform, nonuniform, rational, and nonrational B-Spline curves and surfaces is presented. This architecture has been derived through a sequence of steps. First, a systolic architecture for the computation of the basis function values, the basis function evaluation array (the BFEA), is developed. Using the BFEA as its core, an architecture for the computation of NURBS curves is constructed. This architecture is then extended to compute NURBS surfaces. Finally, this architecture is augmented to compute the surface normals, so that the output from this architecture can be directly used for rendering the NURBS surface.
Meenakshisundaram Gopi, Swami Manohar
IEEE Trans. Parallel Distributed Syst.2
1995 Volume rendering of unstructured grids--a voxelization approach
Edmond C. Prakash, Swami Manohar
Comput. Graph.2
1995 A Parallel Architecture for the Computation of Uniform Rational B-Spline Patches
Meenakshisundaram Gopi, Swami Manohar
J. Parallel Distributed Comput.2
1994 VLSI architectures for the computation of uniform B-spline curves
Meenakshisundaram Gopi, Swami Manohar
Microprocess. Microprogramming2
1992 Line clipping revisited: Two efficient algorithms based on simple geometric observations
N. C. Sharma, Swami Manohar
Comput. Graph.2