نتایج جستجو برای: dynamic ray tracing

تعداد نتایج: 723863  

2006
Solomon Boulos Dave Edwards J. Dylan Lacewell Joe Kniss Jan Kautz Peter Shirley Ingo Wald

Distribution ray tracing uses multiple samples per pixel to produce antialiased images that include soft shadows, glossy reflection, motion blur, and depth-of-field. The two main potential barriers to making distribution ray tracing interactive are that many rays might be required, and that those rays are not coherent enough to derive efficiency from tracing them in packets. A new interleaved s...

1988
David Kirk

ion de nes an object which is a procedural entity capable of a small number of elementary operations. Objects and Object Classes Within the kernel, an object is a data abstraction for geometrical entities and operations. Figure 1 shows the routines which are required to de ne a parametric family of objects, or an object class. Each of these routines accepts a pointer to class-speci c data, or p...

2003
L. Neumann

We present a powerful method to create realistic-looking pictures of scenes with objects that have diffuse and non-diffuse properties. The method recreates the obscurances technique, introduced some years ago, with a new approach based on ray-tracing. The first version of the obscurances technique was used only for diffuse environments. It is already working successfully in some widely known vi...

2001
John C. Hart

This is an overview of methods for ray tracing implicit surfaces, including the primary problem of intersecting a ray with an implicit surface, and the secondary problems of determining surface normals, and incorporating CSG operations and deformations.

2008

The computer graphics research community has recently renewed its interest in ray tracing, an image synthesis algorithm that simulates the interaction of light with an environment to generate highly realistic images (Figure 1). Recent hardware trends and algorithmic developments make the technique competitive with raster-based algorithms, and some suggest that ray tracing will begin to dominate...

2014
Xuhong Li

Ray Tracing (RT) is a geometrical optics approach which determines most propagation paths that can propagate from transmitter (Tx) to receiver (Rx). It has been proved to be an accurate and versatile propagation prediction tool for both indoor and outdoor scenarios. As other deterministic channel models, RT requires exact knowledge of the geometrical and electromagnetic description of the relev...

2013
Brian Stauffer Gary Lu

Rendering the interaction between light and microscopic particles in a scene, such as smoke or floating dust, has traditionally been a computationally intensive and difficult process. To produce an accurate rendering requires simulation, or reasonably accurate approximation, of how the light interacts with these particles on a fine level of detail. Specifically, when light enters an area of som...

2010
Subhash C. Sharma Joseph T. Ott Jamone B. Williams Danny Dickow

It is documented that well-modeled Monte Carlo dose calculation algorithms are more accurate than traditional correction-based algorithms or convolution algorithms at predicting dose distributions delivered to heterogeneous volumes. This increased accuracy has clinical implications for CyberKnife, particularly when comparing dose distributions between the ray-tracing and Monte Carlo algorithms....

2003
Per H. Christensen David M. Laur Julian Fong Wayne L. Wooten Dana Batali

When rendering only directly visible objects, ray tracing a few levels of specular reflection from large, lowcurvature surfaces, and ray tracing shadows from point-like light sources, the accessed geometry is coherent and a geometry cache performs well. But in many other cases, the accessed geometry is incoherent and a standard geometry cache performs poorly: ray tracing of specular reflection ...

2007
David Roger Ulf Assarsson Nicolas Holzschuch

In this paper, we present a new algorithm for interactive rendering of animated scenes with Whitted Ray-Tracing, running on the GPU. We focus our attention on the secondary rays (the rays generated by one or more bounces on specular objects), and use the GPU rasterizer for primary rays. Our algorithm is based on a ray-space hierarchy, allowing us to handle truly dynamic scenes without the need ...

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