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pro vyhledávání: '"Kirill Garanzha"'
Publikováno v:
The Visual Computer. 27:697-706
We present an efficient algorithm for building an adaptive bounding volume hierarchy (BVH) in linear time on commodity graphics hardware using CUDA. BVHs are widely used as an acceleration data structure to quickly ray trace animated polygonal scenes
Autor:
Kirill Garanzha, Charles Loop
Publikováno v:
Computer Graphics Forum. 29:289-298
We present a novel approach to ray tracing execution on commodity graphics hardware using CUDA. We decompose a standard ray tracing algorithm into several data-parallel stages that are mapped efficiently to the massively parallel architecture of mode
Autor:
Kirill Garanzha
Publikováno v:
Computer Graphics Forum. 28:1199-1206
In this paper we present a hybrid algorithm for building the bounding volume hierarchy (BVH) that is used in accelerating ray tracing of animated models. This algorithm precomputes densely packed clusters of triangles on surfaces. Folowing that, a se
Publikováno v:
SIGGRAPH Talks
Increased demand for global illumination, image based-lighting and simplified workflow have pushed raytracing into mainstream. Many rendering and simulation algorithms that were considered strictly offline are becoming more interactive on massively p
Publikováno v:
High Performance Graphics
A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed for ray tracing in real-time, even in the presence of millions of fully dynamic t