Zobrazeno 1 - 10
of 24
pro vyhledávání: '"Carsten Benthin"'
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 5:1-13
We propose a novel version of the GPU-oriented massively parallel locally-ordered clustering (PLOC) algorithm for constructing bounding volume hierarchies (BVHs). Our method focuses on removing the weaknesses of the original approach by simplifying a
Publikováno v:
Computer Graphics Forum. 40:683-712
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 3:1-12
We propose an easy and simple-to-integrate approach to accelerate ray tracing of alpha-tested transparent geometry with a focus on Microsoft® DirectX® or Vulkan® ray tracing extensions. Pre-computed bit masks are used to quickly determine fully tr
Publikováno v:
High Performance Graphics
We propose and evaluate what we call Compressed-Leaf Bounding Volume Hierarchies (CLBVH), which strike a balance between compressed and non-compressed BVH layouts. Our CLBVH layout introduces dedicated compressed multi-leaf nodes where most effective
Publikováno v:
High Performance Graphics
We present the STBVH, a new approach for rendering multi-segment motion blur using a bounding volume hierarchy (BVH) that stores both spatial linearly interpolated bounds and temporal bounds. The approach is designed for different number of time step
Publikováno v:
High Performance Graphics
We propose a novel approach for improving the quality of two-level BVHs (i.e., a two-level data structure that uses a top-level BVH built over second-level object BVHs). After building an individual, high-quality BVH for each object, our new top-leve
Publikováno v:
ACM Transactions on Graphics. 33:1-8
We describe Embree, an open source ray tracing framework for x86 CPUs. Embree is explicitly designed to achieve high performance in professional rendering environments in which complex geometry and incoherent ray distributions are common. Embree cons
Publikováno v:
SIGGRAPH Talks
Embree is an open source ray tracing library consisting of high-performance kernels optimized for modern CPUs with increasingly wide SIMD units. Since its original release, it has become the state-of-the-art for professional CPU-based rendering appli
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics. 18:1438-1448
Wide-SIMD hardware is power and area efficient, but it is challenging to efficiently map ray tracing algorithms to such hardware especially when the rays are incoherent. The two most commonly used schemes are either packet tracing, or relying on a se
Publikováno v:
High Performance Graphics
A common way to ray trace subdivision surfaces is by constructing and traversing spatial hierarchies on top of tessellated input primitives. Unfortunately, tessellating surfaces requires a substantial amount of memory storage, and involves significan