Implementing and Analyzing a GPU Ray Tracer
نویسنده
چکیده
In this paper we discuss the implementation of a GPU ray tracer. Our ray tracer is inspired by Purcell’s recursive GPU ray tracer using regular grid space subdivision and is improved with “proximity cloud” information. This kind of ray tracer implementation is capable of rendering static triangular meshes with dynamic camera and dynamic abstract point light sources. Having presented the implementation and our experiences gained during the implementation process, the performance and scalability of the algorithm are also considered. Scalability is defined in terms of the number of objects in the scene and the resolution of the screen.
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تاریخ انتشار 2007