Title: | The Hierarchical Ray Engine |
Authors: | Szécsi, László |
Citation: | WSCG '2006: Full Papers Proceedings: The 14-th international Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006: University of West Bohemia, Plzen, Czech Republic, January 31 – February 2, 2006, p. 249-256. |
Issue Date: | 2006 |
Publisher: | Václav Skala - UNION Agency |
Document type: | konferenční příspěvek conferenceObject |
URI: | http://wscg.zcu.cz/WSCG2006/Papers_2006/Full/!WSCG2006_Full_Proceedings_Final.pdf http://hdl.handle.net/11025/6852 |
ISBN: | 80-86943-03-8 |
Keywords: | sledování paprsku;programování grafických procesorů |
Keywords in different language: | ray tracing;GPU programming |
Abstract: | Due to the success of texture based approaches, ray casting has lately been confined to performing preprocessing in realtime applications. Though GPU based ray casting implementations outperform the CPU now, they either do not scale well for higher primitive counts, or require the costly construction of spatial hierarchies. We present an improved algorithm based on the Ray Engine approach, which builds a hierarchy of rays instead of objects, completely on the graphics card. Exploiting the coherence between rays when displaying refractive objects or computing caustics, realtime frame rates are achieved without preprocessing. Thus, the method fills a gap in the realtime rendering repertoire. |
Rights: | © Václav Skala - UNION Agency |
Appears in Collections: | WSCG '2006: Full Papers Proceedings |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
Szecsi.pdf | Plný text | 1,88 MB | Adobe PDF | View/Open |
G89-1.avi | Video 1 | 11,92 MB | AVI | View/Open |
G89-2.avi | Video 2 | 4,19 MB | AVI | View/Open |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/6852
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