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of 94
pro vyhledávání: '"Ingo Wald"'
This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually i
Autor:
Ingo Wald, Steven G. Parker
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 5:1-16
We propose a new approach to rendering production-style content with full path tracing in a data-distributed fashion---that is, with multiple collaborating nodes and/or GPUs that each store only part of the model. In particular, we propose a new appr
Autor:
Stefan Zellmann, Daniel Seifried, Nate Morrical, Ingo Wald, Will Usher, Jamie A. P. Law-Smith, Stefanie Walch-Gassner, Andre Hinkenjann
Publikováno v:
Computing in Science & Engineering
Computing in Science & Engineering, vol. 24, no. 2, pp. 40–51
Computing in Science & Engineering, vol. 24, no. 2, pp. 40–51
Modern GPUs come with dedicated hardware to perform ray/triangle intersections and bounding volume hierarchy (BVH) traversal. While the primary use case for this hardware is photorealistic 3D computer graphics, with careful algorithm design scientist
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::1a07e2e55301d1764835bca6c74f43f6
https://pub.h-brs.de/files/6123/Point_Containment_Queries_on_Ray-Tracing.pdf
https://pub.h-brs.de/files/6123/Point_Containment_Queries_on_Ray-Tracing.pdf
Autor:
Stefan Zellmann, Tiejun Huang, Will Usher, Nate Morrical, Lei Ma, Valerio Pascucci, Ingo Wald
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 3:1-16
With the recent addition of hardware ray tracing capabilities, GPUs have become incredibly efficient at ray tracing both triangular geometry, and instances thereof. However, the bounding volume hierarchies that current ray tracing hardware relies on
Autor:
Stefan Zellmann, Serkan Demirci, Aytek Aman, Ingo Wald, Nate Morrical, Alper Sahistan, Uğur Güdükbay
Publikováno v:
2021 IEEE Visualization Conference (VIS).
A well-known method for rendering unstructured volumetric data is tetrahedral marching (tet marching), where rays are marched through a series of tetrahedral elements. However, existing tet marching techniques do not easily generalize to rays with ar
Publikováno v:
IEEE transactions on visualization and computer graphics. 28(1)
In theory, efficient and high-quality rendering of unstructured data should greatly benefit from modern GPUs, but in practice, GPUs are often limited by the large amount of memory that large meshes require for element representation and for sample re
Publikováno v:
Computer Animation and Virtual Worlds
We describe a hybrid acceleration structure for ray tracing. The hybrid structure is a Bounding Volume Hierarchy (BVH) where the leaf nodes are tetrahedralized for a decent ray-surface intersection performance. We use the hybrid acceleration structur
Autor:
Feng Wang, Valerio Pascucci, Will Usher, Charles Hansen, Qi Wu, Chris R. Johnson, Mengjiao Han, Ingo Wald
Publikováno v:
Computer Graphics Forum. 38:467-478
We present a general high-performance technique for ray tracing generalized tube primitives. Our technique efficiently supports tube primitives with fixed and varying radii, general acyclic graph structures with bifurcations, and correct transparency
Autor:
Will Usher, Johannes Günther, Valerio Pascucci, Ingo Wald, Carson Brownlee, Jefferson Amstutz
Publikováno v:
Computer Graphics Forum. 38:455-466
Image- and data-parallel rendering across multiple nodes on high-performance computing systems is widely used in visualization to provide higher frame rates, support large data sets, and render data in situ. Specifically for in situ visualization, re
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics. 25:1142-1151
Adaptive mesh refinement (AMR) is a key technology for large-scale simulations that allows for adaptively changing the simulation mesh resolution, resulting in significant computational and storage savings. However, visualizing such AMR data poses a