نتایج جستجو برای: ray tracing

تعداد نتایج: 326212  

2012
Andrej Vilhar Andrej Hrovat Igor Ozimek Tomaž Javornik

role in planning of modern broadband mobile radio networks. While the less accurate statistical models predict only the path loss, the more precise ray tracing techniques enable computation of additional parameters, e.g. the mean delay and the delay spread, which are significant for the 4G network planning. The existing ray tracing methods are mainly applied in the indoor and narrow urban envir...

2015
Rohit Nigam P. J. Narayanan Gajendra Nigam

Ray Tracing is one of the most important rendering techniques used in computer graphics. Ray traced images are more accurate and photo-realistic as compared to direct rendering. Ray Tracing was earlier considered impractical for rendering scenes at interactive rates because of its high computational cost. However, with the advancements in modern Graphics Processing Units (GPU) and CPUs, ray tra...

2003
Huamin Qu Feng Qiu Nan Zhang Arie E. Kaufman Ming Wan

We present a novel surface reconstruction algorithm which can directly reconstruct surfaces with different levels of smoothness in one framework from height fields using 3D discrete grid ray tracing. Our algorithm exploits the 2.5D nature of the elevation data and the regularity of the rectangular grid from which the height field surface is sampled. Based on this reconstruction method, we also ...

1995
John Amanatides Kin Choi

This paper describes two approaches that allow us to intersect rays with triangular meshes more quickly by amortizing computation over neighbouring triangles. The first approach accomplishes this by performing the in-out test for each triangle using three plane equations, each one representing a boundary edge for the triangle. Each plane is shared between four neighbouring triangles and the cos...

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...

2010
Michal Radziszewski Witold Alda Krzysztof Boryczko

In this paper we present an interactive GPU-based, GUI client, working with rendering server employing ray tracing based global illumination. The client is designed to guarantee interactivity (namely 1/60sec response time) no matter how slow the rendering server is. The client dynamically adjusts image resolution to match the server performance and complexity of the rendered scene. When the sce...

Journal: :J. Graphics, GPU, & Game Tools 2009
Jared Heinly Shawn Recker Kevin Bensema Jesse Porch Christiaan P. Gribble

Despite nearly universal support for the IEEE 754 floating-point standard on modern generalpurpose processors, a wide variety of more specialized processors do not provide hardware floating-point units and rely instead on integer-only pipelines. Ray tracing on these platforms thus requires an integer rendering process. Toward this end, we clarify the details of an existing fixed-point ray/trian...

2010
D. Nikezic K. N. Yu

Although the optical microscope has been the main tool for observations of etched tracks in solid state nuclear track detectors for many years, there has been relatively little investigation about the optical characteristics of these tracks. This chapter describes the application of the ray tracing method to light propagation through these etched tracks. The method is shown to be able to reprod...

Journal: :Comput. Graph. Forum 2015
Oliver Mattausch Jirí Bittner Alberto Jaspe Villanueva Enrico Gobbetti Michael Wimmer Renato Pajarola

We propose a new technique for in-core and out-of-core GPU ray tracing using a generalization of hierarchical occlusion culling in the style of the CHC++ method. Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader-based ray tracing kernels. By combining hierarchies in both ray space and object space, the ...

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