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Improving Interaction Performance for Ray Tracing

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triangle rasterization is used to compute a low-quality frame at interactive rates, and ray tracing is then used to add effects that are difficult to achieve with other means..

The Vertex Tracing approach introduced in this paper follows an adaptive ray tracing approach (which drastically reduces the number of rays) in combination with parallel

We present vertex tracing, an adaptive progressive ray tracing approach for efficient sampling of the radiance function, based on refinement in object space and

We introduce a new ray tracing algorithm that exploits the best of previous methods: Similar to bounding volume hierarchies the memory of the acceleration data structure is linear

To compute soft shadows for semi-transparent objects due to a large area light source, we modify the multilayer depth map ray tracing algorithm to support a multilayer

While the core ray tracing algorithm might be embarrassingly parallel, scaling a ray tracer to render millions of pixels at real-time frame rates on a cluster remains challenging;

Improving BVH Ray Tracing Speed Using the AVX Instruction Set.

(a) Embryo surface model (b) Deterministic ray-tracing (c) Monte-Carlo ray-tracing (d) Actual in-vivo US image Figure 1: Comparison of deterministic binary ray-tracing (b) with