(a) Hairball rendered with motion blur. (b) Number of intersections tests for the classic BVH with node interpolation. (c) Number of intersections tests for the MSBVH (our approach). Figure 1: The hairball consists of moving strands that are tessellated into many small triangles. The false color images depict the number of intersection tests for primary rays, where blue corresponds to small numbers and red to large numbers. As compared to the classic BVH with node interpolation, using an MSBVH, the number of intersection tests can be significantly reduced. This leads to an overall performance improvement. When a bounding volume hierarchy is used for accelerating the in-tersection of rays and scene geometry, one common way to incorpo-rate mo...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
The Bounding Volume Hierarchy is an acceleration data structure used in ray tracing, allowing for fa...
Bounding volume hierarchies are a popular choice for ray tracing animated scenes due to the relative...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
This thesis presents Ray Collection BVH, an improvement over a current day Ray Tracing acceleration ...
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarch...
Figure 1: Sample scene consisting of roughly 1.9 million triangles (left). Our method (middle) resul...
International audienceMetaballs [Bloomenthal 1997] are effective to represent fluids and similar com...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
The ongoing race to improve computer graphics leads to more complex GPU hardware and ray tracing tec...
The ongoing race to improve computer graphics leads to more complex GPU hardware and ray tracing tec...
International audienceMetaballs [Bloomenthal 1997] are effective to represent fluids and similar com...
We present a novel bounding volume hierarchy for GPU-accelerated direct volume rendering (DVR) as we...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
Figure 1: The forest with 100 trees has been modeled using displaced patches with motion blur and wi...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
The Bounding Volume Hierarchy is an acceleration data structure used in ray tracing, allowing for fa...
Bounding volume hierarchies are a popular choice for ray tracing animated scenes due to the relative...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
This thesis presents Ray Collection BVH, an improvement over a current day Ray Tracing acceleration ...
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarch...
Figure 1: Sample scene consisting of roughly 1.9 million triangles (left). Our method (middle) resul...
International audienceMetaballs [Bloomenthal 1997] are effective to represent fluids and similar com...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
The ongoing race to improve computer graphics leads to more complex GPU hardware and ray tracing tec...
The ongoing race to improve computer graphics leads to more complex GPU hardware and ray tracing tec...
International audienceMetaballs [Bloomenthal 1997] are effective to represent fluids and similar com...
We present a novel bounding volume hierarchy for GPU-accelerated direct volume rendering (DVR) as we...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
Figure 1: The forest with 100 trees has been modeled using displaced patches with motion blur and wi...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
The Bounding Volume Hierarchy is an acceleration data structure used in ray tracing, allowing for fa...
Bounding volume hierarchies are a popular choice for ray tracing animated scenes due to the relative...