In this thesis we investigate the use of uniform grids as acceleration structures for ray tracing on data-parallel machines such as modern graphics processors. The main focus of this work is the trade-off between construction time and rendering performance provided by the acceleration structures, which is important for rendering dynamic scenes. We propose several parallel construction algorithms for uniform and two-level grids as well as a ray triangle intersection algorithm, which improves SIMD utilization for incoherent rays. The result of this work is a GPU ray tracer with performance for dynamic scenes that is comparable and in some cases better than the best known implementations today
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The ray tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
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...
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...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
We present a fast, parallel GPU algorithm for construction of uni-form grids for ray tracing, which ...
Rendering methods based on ray tracing provide high image realism, but have been historically regard...
Rendering methods based on ray tracing provide high image realism, but have been historically regard...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The ray tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...
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...
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...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
We present a fast, parallel GPU algorithm for construction of uni-form grids for ray tracing, which ...
Rendering methods based on ray tracing provide high image realism, but have been historically regard...
Rendering methods based on ray tracing provide high image realism, but have been historically regard...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The Ray Tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
The ray tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow...
Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rat...