Ray tracing is an inherently parallel visualization algorithm. However to achieve good performance, at interactive frame rates, an acceleration structure to decrease the number of per ray primitive intersections is required. Grid acceleration structures have some of the fastest build times, with O(N) complexity, but traditionally achieved this at a high memory cost. Recent research has reduced the memory footprint by employing compression for one-level grids. Render time performance can be improved using multi-level grids. We describe two methods for building such multi-level grids. In the first method we employ a recursive compressed grid in which grid cells are adaptively subdivided in a variable fashion. The second method uses a f...
textModern rendering systems require fast and efficient acceleration structures in order to compute ...
Rendering methods based on ray tracing provide high image realism, but have been historically regard...
Tracing a ray through a scene and finding the closest intersection with the scene geometry is a fund...
The focus of research in acceleration structures for ray tracing recently shifted from render time t...
The focus of research in acceleration structures for ray tracing recently shifted from render time t...
Ray tracing on GPUs is an area of ongoing research. GPUs are well suited for this parallel rendering...
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynami...
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynami...
In this thesis we investigate the use of uniform grids as acceleration structures for ray tracing on...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
Regular grid spatial subdivision is frequently used for fast ray tracing of scanned models. Scanned ...
Ray tracing is an important computational primitive used in different algorithms including collision...
The k-D tree is a well-studied acceleration data structure for ray tracing. It is used to organize p...
Real time ray tracing has been given a lot of attention in recent years in the academic and research...
textModern rendering systems require fast and efficient acceleration structures in order to compute ...
Rendering methods based on ray tracing provide high image realism, but have been historically regard...
Tracing a ray through a scene and finding the closest intersection with the scene geometry is a fund...
The focus of research in acceleration structures for ray tracing recently shifted from render time t...
The focus of research in acceleration structures for ray tracing recently shifted from render time t...
Ray tracing on GPUs is an area of ongoing research. GPUs are well suited for this parallel rendering...
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynami...
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynami...
In this thesis we investigate the use of uniform grids as acceleration structures for ray tracing on...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
Regular grid spatial subdivision is frequently used for fast ray tracing of scanned models. Scanned ...
Ray tracing is an important computational primitive used in different algorithms including collision...
The k-D tree is a well-studied acceleration data structure for ray tracing. It is used to organize p...
Real time ray tracing has been given a lot of attention in recent years in the academic and research...
textModern rendering systems require fast and efficient acceleration structures in order to compute ...
Rendering methods based on ray tracing provide high image realism, but have been historically regard...
Tracing a ray through a scene and finding the closest intersection with the scene geometry is a fund...