We propose an efficient approach to precompute and reuse visibility information based on existing spatial data structures by using a precomputed data structure: the line space. This data structure provides an additional skip condition by checking whether the subnodes in a hierarchical spatial data structures need to check for intersection with the ray. We evaluate this method on different test scenes and show that it is able to achieve a remarkable speed-up by using this skip condition. Furthermore we describe algorithms for fast set-up and traversal in detail and discuss important strategies for this approach
We propose a novel approach for using directional Line Space information in calculation of indirect ...
Goal of this work is to write an optimized program for visualization of 3D scenes using ray tracing ...
Ray-tracing algorithms have the potential to create extremely realistic three-dimensional computer g...
We propose an efficient approach to precompute and reuse visibility information based on existing sp...
Evaluating the visibility between two points is a common task in global illumination algorithms. Tra...
This paper describes algorithmic procedures that have been implemented to reduce the computational e...
Shadows are one of the most important effects to create realism in rendering. Most real-time applica...
A significant portion of rendering time in ray tracing consists of the traversal of an acceleration ...
textModern rendering systems require fast and efficient acceleration structures in order to compute ...
Ray tracing is a popular rendering method with built in visibility determination. However, the compu...
We present a novel GPU-based method for accelerating the visibility function computation of the ligh...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
Intersection calculations dominate the run time of canonical ray tracers. A common algorithm to redu...
In this paper we apply a run--based ray--traversal algorithm to accelerate the ray tracing of height...
In this paper an acceleration method for finding the nearest ray--object intersection for ray tracin...
We propose a novel approach for using directional Line Space information in calculation of indirect ...
Goal of this work is to write an optimized program for visualization of 3D scenes using ray tracing ...
Ray-tracing algorithms have the potential to create extremely realistic three-dimensional computer g...
We propose an efficient approach to precompute and reuse visibility information based on existing sp...
Evaluating the visibility between two points is a common task in global illumination algorithms. Tra...
This paper describes algorithmic procedures that have been implemented to reduce the computational e...
Shadows are one of the most important effects to create realism in rendering. Most real-time applica...
A significant portion of rendering time in ray tracing consists of the traversal of an acceleration ...
textModern rendering systems require fast and efficient acceleration structures in order to compute ...
Ray tracing is a popular rendering method with built in visibility determination. However, the compu...
We present a novel GPU-based method for accelerating the visibility function computation of the ligh...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
Intersection calculations dominate the run time of canonical ray tracers. A common algorithm to redu...
In this paper we apply a run--based ray--traversal algorithm to accelerate the ray tracing of height...
In this paper an acceleration method for finding the nearest ray--object intersection for ray tracin...
We propose a novel approach for using directional Line Space information in calculation of indirect ...
Goal of this work is to write an optimized program for visualization of 3D scenes using ray tracing ...
Ray-tracing algorithms have the potential to create extremely realistic three-dimensional computer g...