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 propose a hybrid data structure blending between a spatial kd-tree and bounding volume primitives. We keep our novel hierarchical data structures algorithmically efficient and comparable with kd-trees by the use of 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 that corresponds to sorting based on comparisons, using app...
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...
In the thesis we describe our results in ray shooting (RS), which is a well known problem in the fie...
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...
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...
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...
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...
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...
In the thesis we describe our results in ray shooting (RS), which is a well known problem in the fie...
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...
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...
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...
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...
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...
In the thesis we describe our results in ray shooting (RS), which is a well known problem in the fie...