Accelerated 5D Ray Tree construction on the GPU
Fulltekst
RELATERTE DOKUMENTER
An abstract characterisation of reduction operators Intuitively a reduction operation, in the sense intended in the present paper, is an operation that can be applied to inter-
Ray model for oblique incident light - started inside the film In order to build a ray model to describe the system, we need to add up all possible rays that contribute to
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
The images have been computed on GPUs using full floating point precision (128 bits per pixel) or half floating point precision (64 bits per pixel). Three GPUs from NVIDIA have
Using the finegrained parallelism of GPU, we reorder the shadow rays to make them coherent and process multiple thread blocks to each cell to balance the work load.. Spherical
Figure 8 shows the render times for the three ray tracers for only primary rays and the recursion depths from 1 to 9.. Starting at a depth of four, the render times for the grids
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At the beginning of each traversal step, we determine which rays intersect the bounding box of the primitives.. This operation is called ray filtering, and the rays that intersect