Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Szécsi, László | |
dc.contributor.editor | Jorge, Joaquim | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2014-01-06T06:48:40Z | |
dc.date.available | 2014-01-06T06:48:40Z | |
dc.date.issued | 2006 | |
dc.identifier.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. | en |
dc.identifier.isbn | 80-86943-03-8 | |
dc.identifier.uri | http://wscg.zcu.cz/WSCG2006/Papers_2006/Full/!WSCG2006_Full_Proceedings_Final.pdf | |
dc.identifier.uri | http://hdl.handle.net/11025/6852 | |
dc.description.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. | en |
dc.format | 8 s., 2 videa | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | WSCG '2006: Full Papers Proceedings | en |
dc.rights | © Václav Skala - UNION Agency | en |
dc.subject | sledování paprsku | cs |
dc.subject | programování grafických procesorů | cs |
dc.title | The Hierarchical Ray Engine | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.subject.translated | ray tracing | en |
dc.subject.translated | GPU programming | en |
dc.type.status | Peer-reviewed | en |
dc.type.driver | info:eu-repo/semantics/conferenceObject | en |
dc.type.driver | info:eu-repo/semantics/publishedVersion | en |
Vyskytuje se v kolekcích: | WSCG '2006: Full Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Szecsi.pdf | Plný text | 1,88 MB | Adobe PDF | Zobrazit/otevřít |
G89-1.avi | Video 1 | 11,92 MB | AVI | Zobrazit/otevřít |
G89-2.avi | Video 2 | 4,19 MB | AVI | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/6852
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