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Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing

Kirill Garanzha, Charles Loop
2010 Computer graphics forum (Print)  
These stages include: ray sorting into coherent packets, creation of frustums for packets, breadth-first frustum traversal through a bounding volume hierarchy for the scene, and localized ray-primitive  ...  For the same data sets and ray-primitive intersection routines our pipeline is ~3x faster than an optimized standard depth first ray tracing implemented in one kernel.  ...  Acknowledgments We thank the University of Utah for the Fairy scene, Anat Grynberg and Greg Ward for Conference scene and Marko Dabrovic for Sponza Atrium scene.  ... 
doi:10.1111/j.1467-8659.2009.01598.x fatcat:v7y5otuorjc5dknjyfuc4pct3m

A Rapid Clustering Algorithm for Efficient Rendering [article]

Gordon Müller, Stephan Schäfer, Dieter W. Fellner
1999 Eurographics State of the Art Reports  
Inspired by the results of our hierarchical bounding volume optimization for ray tracing, we applied the same scheme to a clustering algorithm for hierarchical radiosity.  ...  Due to the good performance of our hierarchy regarding ray tracing, the same data structure could successfully be used for two things: visibility checks based on ray casting and energy exchange for the  ...  Acknowledgements We would like to thank 4-e-motions for providing us with the architectural scene.  ... 
doi:10.2312/egs.19991038 fatcat:zq3rbuirn5c7nbxill7fqbo7sm

CHC+RT: Coherent Hierarchical Culling for Ray Tracing

O. Mattausch, J. Bittner, A. Jaspe, E. Gobbetti, M. Wimmer, R. Pajarola
2015 Computer graphics forum (Print)  
Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader-based ray tracing kernels.  ...  For in-core scenes our method is comparable to CUDA ray tracing and performs up to 5.94× better than pure shader-based ray tracing.  ...  We thank Fabio Marton for helpful comments and suggestions. References [AK10] AILA T., KARRAS T.: Architecture considerations for tracing incoherent rays. In Proc.  ... 
doi:10.1111/cgf.12582 fatcat:2sc5remu2nds3k5yzhsfzvprji

A novel mobile GPU architecture based on ray tracing

Won-Jong Lee, Youngsam Shin, Jaedon Lee, Jin-Woo Kim, Jae-Ho Nah, Hyun-Sang Park, Seokyoon Jung, Shihwa Lee
2013 2013 IEEE International Conference on Consumer Electronics (ICCE)  
For processing dynamic scenes, our H/W uses bounding volume hierarchies (BVH) that is an object hierarchy, which negates the need for LIST units to manage primitives.  ...  Our H/W, called T&I engine, consists of multiple traversal and intersection units with multi-level caches for efficient memory usage, which is similar with previous ray tracing architecture [ 65nm).  ... 
doi:10.1109/icce.2013.6486777 dblp:conf/iccel/LeeSL0NPJL13 fatcat:kzyynzebqjgqthfbknuymuzq5e

Hierarchical Visibility for Virtual Reality

Warren Hunt, Michael Mara, Alex Nankervis
2018 Proceedings of the ACM on Computer Graphics and Interactive Techniques  
Our approach uses a bounding volume hierarchy acceleration and a two level frustum culling/entry point search algorithm to optimize the traversal of coherent primary visibility rays.  ...  These structures are either space partitioning (grids, kd-tree, BSP tree, octree) or object partitioning (bounding volume hierarchy).  ... 
doi:10.1145/3203191 dblp:journals/pacmcgit/HuntMN18 fatcat:nk7tfhibcvcnlb6dlejjs3k3tu

Out-of-core GPU ray tracing of complex scenes

Kirill Garanzha, Alexander Bely, Simon Premoze, Vladimir Galaktionov
2011 ACM SIGGRAPH 2011 Talks on - SIGGRAPH '11  
Since the scene does not necessarily fit into the GPU memory, we create a multi level Bounding Volume Hierarchy.  ...  In this talk, we describe a general purpose out-of-core ray tracing engine for the GPU where we address data management, rayintersection and shading.  ...  Since the scene does not necessarily fit into the GPU memory, we create a multi level Bounding Volume Hierarchy.  ... 
doi:10.1145/2037826.2037854 dblp:conf/siggraph/GaranzhaBPG11 fatcat:jaian5q5fraebiqnsmcqp4qcgi

Technical strategies for massive model visualization

Enrico Gobbetti, Dave Kasik, Sung-eui Yoon
2008 Proceedings of the 2008 ACM symposium on Solid and physical modeling - SPM '08  
This work was partially supported by: the Italian Ministry of University and Research under grant CYBERSAR; a KAIST seed grant; the MIC, under grant "Development of Elemental Technology for Promoting Digital  ...  Triangle meshes Hierarchies Ray tracing uses acceleration hierarchies such as bounding volume hierarchies to efficiently find a triangle intersecting with a ray.  ...  Cache-efficient layouts of bounding volume hierarchies Bounding volume hierarchies (BVH) are object partitioning trees and have been used to accelerate the performance of visibility tests in ray tracing  ... 
doi:10.1145/1364901.1364960 dblp:conf/sma/GobbettiKY08 fatcat:t65dyj6jrfcgrjivf2od4ok6cq

Technical strategies for massive model visualization

Enrico Gobbetti, Dave Kasik, Sung-eui Yoon
2008 ACM SIGGRAPH ASIA 2008 courses on - SIGGRAPH Asia '08  
This work was partially supported by: the Italian Ministry of University and Research under grant CYBERSAR; a KAIST seed grant; the MIC, under grant "Development of Elemental Technology for Promoting Digital  ...  Triangle meshes Hierarchies Ray tracing uses acceleration hierarchies such as bounding volume hierarchies to efficiently find a triangle intersecting with a ray.  ...  Cache-efficient layouts of bounding volume hierarchies Bounding volume hierarchies (BVH) are object partitioning trees and have been used to accelerate the performance of visibility tests in ray tracing  ... 
doi:10.1145/1508044.1508073 fatcat:5zkxt75corampkusiaylcxdsva

B-KD trees for hardware accelerated ray tracing of dynamic scenes

Sven Woop, Gerd Marmitt, Philipp Slusallek
2006 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware - GH '06  
This paper introduces a new spatial index structure, called Bounded KD tree (B-KD tree), for realtime ray tracing of dynamic scenes.  ...  B-KD trees are a hybrid spatial index structure that combine the advantages of KD trees and Bounding Volume Hierarchies into a single, simple to handle spatial index structure.  ...  Bounding Volume hierarchies have successfully been used for rendering of dynamic scenes [TL03] .  ... 
doi:10.1145/1283900.1283912 fatcat:z3ut2jlsqnguvn7gqsa66bvxue

B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes [article]

Sven Woop, Gerd Marmitt, Philipp Slusallek
2006 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware - HWWS '04  
This paper introduces a new spatial index structure, called Bounded KD tree (B-KD tree), for realtime ray tracing of dynamic scenes.  ...  B-KD trees are a hybrid spatial index structure that combine the advantages of KD trees and Bounding Volume Hierarchies into a single, simple to handle spatial index structure.  ...  Bounding Volume Hierarchies have successfully been used for rendering of dynamic scenes [TL03] .  ... 
doi:10.2312/eggh/eggh06/067-077 fatcat:skw3uoxf7naetfcwyfzrxftpri

State-of-the-Art in GPU-Based Large-Scale Volume Visualization

Johanna Beyer, Markus Hadwiger, Hanspeter Pfister
2015 Computer graphics forum (Print)  
This survey gives an overview of the current state of the art in GPU techniques for interactive large-scale volume visualization.  ...  This leads to recent outputsensitive approaches that are "ray-guided," "visualization-driven," or "display-aware."  ...  [KTW * 11] optimized CPU ray-casting, achieving interactive rates using a bounding volume hierarchy (BVH) min/max acceleration structure and SIMD optimizations. original volume data representation  ... 
doi:10.1111/cgf.12605 fatcat:3dlv7zvzm5dx7nxqgfglp5vew4

A Survey of GPU-Based Large-Scale Volume Visualization [article]

Johanna Beyer, Markus Hadwiger, Hanspeter Pfister
2014 Eurographics Conference on Visualization  
This survey gives an overview of the current state of the art in GPU techniques for interactive large-scale volume visualization.  ...  This leads to recent outputsensitive approaches that are "ray-guided," "visualization-driven," or "display-aware."  ...  We would like to thank Fabio Marton, Timo Ropinski, and Daniel Weiskopf for their valuable feedback, and Hendrik Strobelt for his help. This work was partially supported by NSF grant OIA 1125087.  ... 
doi:10.2312/eurovisstar.20141175 dblp:conf/vissym/BeyerHP14 fatcat:7bxd7zifyba37nqkcuht3qtsxy

Ray tracing and volume rendering large molecular data on multi-core and many-core architectures

Aaron Knoll, Ingo Wald, Paul A. Navrátil, Michael E. Papka, Kelly P. Gaither
2013 Proceedings of the 8th International Workshop on Ultrascale Visualization - UltraVis '13  
In this paper, we present bnsView, a molecular visualization ray tracing framework that delivers fast volume rendering and ball-and-stick ray casting on both multi-core CPUs and many-core Intel R Xeon  ...  Phi TM co-processors, implemented in a SPMD language that generates efficient SIMD vector code for multiple platforms without source modification.  ...  Tracing a ray consists of two separate passes: 1. opaque geometry traversal, using a bounding volume hierarchy around ball and stick geometry.  ... 
doi:10.1145/2535571.2535594 dblp:conf/sc/KnollWNPG13 fatcat:vboviq5mnfg7je65r5im5q7zy4

RESound

Micah T. Taylor, Anish Chandak, Lakulish Antani, Dinesh Manocha
2009 Proceedings of the seventeen ACM international conference on Multimedia - MM '09  
In order to perform fast path computation, we use a unified ray-based representation to efficiently trace discrete rays as well as volumetric ray-frusta.  ...  Moreover, our algorithm is relatively easy to parallelize on multi-core systems. We demonstrate its performance on complex game-like and architectural environments.  ...  Preprocessing: As part of preprocessing, a scene bounding volume hierarchy is created. This is a hierarchy of axis-aligned bounding boxes and is updated when the objects in the scene move.  ... 
doi:10.1145/1631272.1631311 dblp:conf/mm/TaylorCAM09 fatcat:bbdicp3usrddtpu4gpwyixv5jm

InK-Compact: In-Kernel Stream Compaction and Its Application to Multi-Kernel Data Visualization on General-Purpose GPUs

D. M. Hughes, I. S. Lim, M. W. Jones, A. Knoll, B. Spencer
2013 Computer graphics forum (Print)  
For the data visualization, we also propose a novel multi-kernel ray-tracing pipeline for increased thread coherency and show that it outperforms a conventional single-kernel approach.  ...  We apply our compaction methods to ray-tracing-based visualization of volumetric data.  ...  In section 3 we outline our multi-kernel rendering pipeline, reliant on fast compaction, comprised of a BVH (Bounding Volume Hierarchy) purpose-built per-frame for the current isovalue, ray generation,  ... 
doi:10.1111/cgf.12083 fatcat:kowzgms3fzhn5ll55464imelda
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