In this paper we address the problem of fast construction of spatial hierarchies for ray tracing with applications in animated environments including non-rigid animations. We discuss properties of currently used techniques with $O(N \log N)$ construction time for kd-trees and bounding volume hierarchies. Further, we will propose a hybrid data structure blending a spatial kd-tree with bounding volume primitives. We will keep our novel hierarchical data structures algorithmically efficient and comparable with kd-trees by using a cost model based on surface area heuristics. Although the time complexity $O(N \log N)$ is a lower bound required for construction of any spatial hierarchy, which corresponds to sorting based on comparisons, using an ...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
In the thesis we describe our results in ray shooting (RS), which is a well known problem in the fie...
We consider the efficient top-down construction of spatial hierarchies for accel-erating ray tracing...
In this paper we address the problem of fast construction of spatial hierarchies for ray tracing wit...
In this paper we address the problem of fast construction of spatial hierarchies for ray tracing wit...
We introduce a new ray tracing algorithm that exploits the best of previous methods: Similar to boun...
grantor: University of TorontoThe high cost of Ray Tracing image rendering has driven many...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
Figure 1: Sample scene consisting of roughly 1.9 million triangles (left). Our method (middle) resul...
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarch...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
The topic of this thesis is ray tracing dynamic scenes and doing that efficiently while harnessing t...
We present an algorithm for fast optimization of bounding volume hierarchies (BVH) for efficient ray...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
In the thesis we describe our results in ray shooting (RS), which is a well known problem in the fie...
We consider the efficient top-down construction of spatial hierarchies for accel-erating ray tracing...
In this paper we address the problem of fast construction of spatial hierarchies for ray tracing wit...
In this paper we address the problem of fast construction of spatial hierarchies for ray tracing wit...
We introduce a new ray tracing algorithm that exploits the best of previous methods: Similar to boun...
grantor: University of TorontoThe high cost of Ray Tracing image rendering has driven many...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
Figure 1: Sample scene consisting of roughly 1.9 million triangles (left). Our method (middle) resul...
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarch...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
The topic of this thesis is ray tracing dynamic scenes and doing that efficiently while harnessing t...
We present an algorithm for fast optimization of bounding volume hierarchies (BVH) for efficient ray...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processin...
In the thesis we describe our results in ray shooting (RS), which is a well known problem in the fie...
We consider the efficient top-down construction of spatial hierarchies for accel-erating ray tracing...