نتایج جستجو برای: dynamic ray tracing

تعداد نتایج: 723863  

Journal: :Comput. Graph. Forum 1997
Irena Notkin Craig Gotsman

A dynamic task allocation algorithm for ray-tracing by progressive refinement on a distributed-memory parallel computer is described. Parallelization of progressive ray-tracing is difficult because of the inherent sequential nature of the sample location generation process, which is optimized (and different) for any given image. We report on experimental results obtained from our implementation...

2008
Biagio Cosenza

Grid is one of the first data structure introduced at the very beginning of computer graphics. Grids are used in several applications of computer graphics, especially in rendering algorithms. Lately, in ray tracing dynamic scenes, grid has received attention for its appealing linear time building time. In this paper, we aim to survey several aspects behind the use of grids in ray tracing. In pa...

F Karimi, S Khorasani,

Here, we investigate the possible optical anisotropy of vacuum due to gravitational field. In doing this, we provide sufficient evidence from direct coordinate integration of the null-geodesic equations obtained from the Lagrangian method, as well as ray-tracing equations obtained from the Plebanski’s equivalent medium theory. All calculations are done for the Schwarzschild geometry, which resu...

2007
Ingo Wald William R. Mark Johannes Günther Solomon Boulos Thiago Ize Warren A. Hunt Steven G. Parker Peter Shirley

Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed, and real-time ray tracing is finally within reach. However, real-time capability also opens up new problems that do not exist in an off-line environment. In particular real-time ray tracing offers th...

2007
Greg Diamos Andrew Kerr

Ray tracing is a method for producing photorealistic 3D computer generated imagery by modeling the interaction of light rays with a scene. Because each primary ray is independent of other primary rays being modeled, ray tracing offers massive degrees of parallelism that is suitable to parallel architectures like GPUs, multicore CPUs, and distributed computing environments. Our goal is to implem...

2010
Steven G. Parker James Bigler Andreas Dietrich Heiko Friedrich Jared Hoberock David Luebke David McAllister Morgan McGuire Keith Morley Austin Robison Martin Stich

The OptiXTM engine is a programmable ray tracing system designed for NVIDIA® GPUs and other highly parallel architectures. OptiX builds on the key observation that most ray tracing algorithms can be implemented using a small set of programmable operations. Consequently, the core of OptiX is a domain-specific just-in-time compiler that generates custom ray tracing kernels by combining user-suppl...

2014
Ryan Thomas Sudhanshu Kumar Semwal

Bounding Volume Hierarchies (BVHs) and k-d trees have been used to create interactive ray tracing. Ray tracing dynamic scenes using nVidia’s R © OptiX TM has already provided thirty to sixty frames per second or better. In this paper, we implement space partitioning methods, such as grid method and the proximity clouds (PCs), on multiple GPUs. Our motivation is to investigate the use of such me...

2003
Andreas Pomi Gerd Mannitt Ingo Wald Philipp Slusallek

The realm of mixed reality applications lies in blending rendered images with images of the real world. This requires highly realistic rendered images in order to seamlessly blend between those two worlds. However, current rasterization technology severely limits the achievable realism and imposes strict limits on the scene complexity and the optical effects that can be simulated efficiently. R...

2004
Ingo Wald

One of the most sought-for goals in computer graphics is to generate “realism in real time”, i.e. the generation of realistically looking images at realtime frame rates. Today, virtually all approaches towards realtime rendering use graphics hardware, which is based almost exclusively on triangle rasterization. Unfortunately, though this technology has seen tremendous progress over the last few...

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