Due to the success of texture based approaches, ray casting has lately been confined to performing preprocessing in realtime applications. Though GPU based ray casting implementations outperform the CPU now, they either do not scale well for higher primitive counts, or require the costly construction of spatial hierarchies. We present an improved algorithm based on the Ray Engine approach, which builds a hierarchy of rays instead of objects, completely on the graphics card. Exploiting the coherence between rays when displaying refractive objects or computing caustics, realtime frame rates are achieved without preprocessing. Thus, the method fills a gap in the realtime rendering repertoire
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
For many applications, such as walk-throughs or terrain visualization, drawing geometric primitives ...
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarch...
Due to the success of texture based approaches, ray casting has lately been confined to performing p...
In this paper, we present a new algorithm for interactive rendering of animated scenes with Whitted ...
In this article, we introduce and evaluate several new algorithmic improvements to Ray Hierarchies. ...
interactive ray tracing has become a reality, although mainly by using clustered workstations and so...
GPU-based raycasting offers an interesting alternative to conventional slice-based volume rendering ...
The GPUs pack high computation power and a restricted architecture into easily available hardware to...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
This thesis presents Ray Collection BVH, an improvement over a current day Ray Tracing acceleration ...
grantor: University of TorontoThe high cost of Ray Tracing image rendering has driven many...
In this paper, we address the problem of the interactive volume rendering of unstructured meshes and...
In this paper we present a method for interactive rendering general procedurally defined functionall...
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
For many applications, such as walk-throughs or terrain visualization, drawing geometric primitives ...
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarch...
Due to the success of texture based approaches, ray casting has lately been confined to performing p...
In this paper, we present a new algorithm for interactive rendering of animated scenes with Whitted ...
In this article, we introduce and evaluate several new algorithmic improvements to Ray Hierarchies. ...
interactive ray tracing has become a reality, although mainly by using clustered workstations and so...
GPU-based raycasting offers an interesting alternative to conventional slice-based volume rendering ...
The GPUs pack high computation power and a restricted architecture into easily available hardware to...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
This thesis presents Ray Collection BVH, an improvement over a current day Ray Tracing acceleration ...
grantor: University of TorontoThe high cost of Ray Tracing image rendering has driven many...
In this paper, we address the problem of the interactive volume rendering of unstructured meshes and...
In this paper we present a method for interactive rendering general procedurally defined functionall...
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
For many applications, such as walk-throughs or terrain visualization, drawing geometric primitives ...
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarch...