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RPU

Sven Woop, Jörg Schmittler, Philipp Slusallek
2005 ACM SIGGRAPH 2005 Papers on - SIGGRAPH '05  
Abstract Recursive ray tracing is a simple yet powerful and general approach for accurately computing global light transport and rendering high quality images.  ...  This design allows for realtime ray tracing of dynamic scenes with programmable material, geometry, and illumination shaders.  ...  Texture loads support several memory formats: Full and half precision floating point vectors as well as 8 bit fixed point data.  ... 
doi:10.1145/1186822.1073211 fatcat:mymf4espwvgqblqxw5ukg6vtye

RPU

Sven Woop, Jörg Schmittler, Philipp Slusallek
2005 ACM Transactions on Graphics  
Abstract Recursive ray tracing is a simple yet powerful and general approach for accurately computing global light transport and rendering high quality images.  ...  This design allows for realtime ray tracing of dynamic scenes with programmable material, geometry, and illumination shaders.  ...  Texture loads support several memory formats: Full and half precision floating point vectors as well as 8 bit fixed point data.  ... 
doi:10.1145/1073204.1073211 fatcat:az6x6usc7nfuxcfn25cxp2jroi

Clipping and Intersection Algorithms: Short Survey and References [article]

Vaclav Skala
2022 arXiv   pre-print
This contribution presents a brief survey of clipping and intersection algorithms in E2 and E3 with a nearly complete list of relevant references.  ...  Thanks also belong to several authors of recently published relevant papers for sharing their views and hints provided.  ...  Acknowledgments The author would like to thank colleagues and students at the University of West Bohemia in Plzen, VSB-Technical University and Ostrava University in Ostrava for their comments and recommendations  ... 
arXiv:2206.13216v1 fatcat:sncnvcatmfawpiazkekz66we4e

Estimating Performance of a Ray-Tracing ASIC Design

Sven Woop, Erik Brunvand, Philipp Slusallek
2006 2006 IEEE Symposium on Interactive Ray Tracing  
For more test scenes see Figure 6 . ABSTRACT Recursive ray tracing is a powerful rendering technique used to compute realistic images by simulating the global light transport in a scene.  ...  It achieves high efficiency due to SIMD processing of floating point vectors, massive multithreading, synchronous execution of packets of threads, and careful management of caches for scene data.  ...  This transformation requires no additional arithmetic units as they can be shared with the ones used for ray/triangle intersection.  ... 
doi:10.1109/rt.2006.280209 fatcat:gwn2zb66hves5nh2bpi33teg3m

Ray Tracing on the Cell Processor

Carsten Benthin, Ingo Wald, Michael Scherbaum, Heiko Friedrich
2006 2006 IEEE Symposium on Interactive Ray Tracing  
Today, the resulting power consumption and heat dissipation threaten to end this trend, and CPU designers are looking for alternative ways of providing more compute power.  ...  The Cell bears a huge potential for compute-intensive applications like ray tracing, but also requires addressing the challenges caused by this processor's unconventional architecture.  ...  and Barry Minor for their helpful support.  ... 
doi:10.1109/rt.2006.280210 fatcat:h5vxjmznb5fg3h6du7wbfs4bty

RayCore

Jae-Ho Nah, Hyuck-Joo Kwon, Dong-Seok Kim, Cheol-Ho Jeong, Jinhong Park, Tack-Don Han, Dinesh Manocha, Woo-Chan Park
2014 ACM Transactions on Graphics  
RayCore consists of two major components: ray-tracing units (RTUs) based on a unified traversal and intersection pipeline and a tree-building unit (TBU) for dynamic scenes.  ...  The overall RayCore architecture offers considerable benefits in terms of die area, memory access, and power consumption.  ...  We would like to thank the reviewers for their helpful comments.  ... 
doi:10.1145/2629634 fatcat:augrnnndune2vhbahfbc6sltdu

Meshless voronoi on the GPU

Nicolas Ray, Dmitry Sokolov, Sylvain Lefebvre, Bruno Lévy
2018 ACM Transactions on Graphics  
double-precision arithmetics, and 8382 times using singleprecision arithmetics.  ...  The companion source-code includes the arithmetic filter with the bound computed for both single-precision and double-precision arithmetics, as well as the program (inspired by CGAL) that computes these  ... 
doi:10.1145/3272127.3275092 fatcat:3cwj5r7355bojbcfj27kb6hkfu

Ray tracing with the BSP tree

Thiago Ize, Ingo Wald, Steven G. Parker
2008 2008 IEEE Symposium on Interactive Ray Tracing  
Furthermore, after optimizing our general BSP traversal to also have a fast kd-tree style traversal path for axis-aligned splitting planes, we show it is indeed possible to build a general BSP based ray  ...  We demonstrate our ray tracer on a variety of scenes, and show that it is always competitive with-and often superior to-state of the art BVH and kd-tree based ray tracers.  ...  This removes the need for most explicit ray-triangle intersection tests.  ... 
doi:10.1109/rt.2008.4634637 fatcat:majf5rzsgjak3kz3n2nmifqacu

The European Logarithmic Microprocesor

John N. Coleman, Christopher I. Softley, Jiri Kadlec, Rudolf Matousek, Milan Tichy, Z. Pohl, Antonin Hermanek, Nico F. Benschop
2008 IEEE transactions on computers  
In 2000 we described a proposal for a logarithmic arithmetic unit, which we suggested would offer a faster, more accurate alternative to floating-point procedures.  ...  We conclude that the experiment has been successful, and that for 32-bit work, logarithmic arithmetic may now be the technique of choice.  ...  ACKNOWLEDGMENTS The authors gratefully acknowledge the support of the European Strategic Programme for Research and development in Information Technology (ESPRIT) Long-Term Research Programme, which funded  ... 
doi:10.1109/tc.2007.70791 fatcat:ndt7kuznbng75p2yr5t5sthgvi

The Ray Engine [article]

Nathan A. Carr, Jesse D. Hall, John C. Hart
2002 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware - HWWS '04  
This GPU ray-intersection implementation reconfigures the geometry engine into a ray engine that efficiently intersects caches of rays for a wide variety of host-based rendering tasks, including ray tracing  ...  We are closing this gap with the implementation of ray-triangle intersection as a pixel shader on existing hardware.  ...  The idea of using fragment programs for ray-triangle intersection and the crossbar formalism resulted originally from conversations with Michael Mc-Cool.  ... 
doi:10.2312/eggh/eggh02/037-046 fatcat:ojlneegjhzahldtosc2htyhopy

Spelunking the Deep: Guaranteed Queries on General Neural Implicit Surfaces via Range Analysis [article]

Nicholas Sharp, Alec Jacobson
2022 arXiv   pre-print
Although these representations are easy to fit, it is not clear how to best evaluate geometric queries on the shape, such as intersecting against a ray or finding a closest point.  ...  We use the resulting bounds to develop geometric queries including ray casting, intersection testing, constructing spatial hierarchies, fast mesh extraction, closest-point evaluation, evaluating bulk properties  ...  Levin, and Derek Nowrouzezahrai for insightful discussions.  ... 
arXiv:2202.02444v3 fatcat:ki6elkvavbdi7pebubf3qxnb2q

Quasi-optimal range searching in spaces of finite VC-dimension

Bernard Chazelle, Emo Welzl
1989 Discrete & Computational Geometry  
If k is fixed once and for all (as in triangular range searching), then the storage requirement drops to O(n).  ...  In all cases, the * Portions of this work have appeared in preliminary form in "Partition trees for triangle counting and other range searching problems" (E.  ...  Acknowledgments We wish to thank the two anonymous referees for their helpful suggestions which helped to improve the presentation of this paper.  ... 
doi:10.1007/bf02187743 fatcat:vlbl5yu7enhzvjwhauqo6h4oam

Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip [article]

Jörg Schmittler, Sven Woop, Daniel Wagner, Wolfgang J. Paul, Philipp Slusallek
2004 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware - HWWS '04  
A particular interesting feature of the design is the re-use of the transformation unit necessary for supporting dynamic scenes also for other tasks, including efficient ray-triangle intersection as well  ...  Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics.  ...  Furthermore we like to thank Ingo Wald and Carsten Benthin for their valuable contributions in our discussions.  ... 
doi:10.2312/eggh/eggh04/095-106 fatcat:taar27rdmvhmddon72g7ju5ksy

Layered Depth-Normal Images: a Sparse Implicit Representation of Solid Models [article]

Charlie C. L. Wang, Yong Chen
2010 arXiv   pre-print
The layered depth-normal images for a solid model, whose boundary is presented by a polygonal mesh, can be generated efficiently with help of the graphics hardware accelerated sampling.  ...  Orthogonal projection is adopted for rendering so that the intersection points from parallel rays can be generated.  ...  Like [1, 3] , we do not encode Hermite data on grid nodes but on surface intersection points of ray casting.  ... 
arXiv:1009.0794v1 fatcat:smrpttx4n5hf5kov5n2vnhvkza

Half-Space Power Diagrams and Discrete Surface Offsets [article]

Zhen Chen, Daniele Panozzo, Jeremie Dumas
2019 arXiv   pre-print
Our construction is based on properties of half-space power diagrams, where each seed is only visible by a half-space, which were never used before for the computation of surface offsets.  ...  The primary application of our method is interactive modeling for digital fabrication. Our technique enables a user to interactively process high-resolution models.  ...  A variant of this algorithm has been introduced in [20] , where the arbitrary precision arithmetic is replaced by standard floating-point arithmetic.  ... 
arXiv:1804.08968v2 fatcat:e4olbzfhdbgqjobz3afpjlycb4
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