Zobrazeno 1 - 10
of 13
pro vyhledávání: '"Nate Morrical"'
Autor:
Valerio Pascucci, Frederick Federer, Torin McDonald, Alessandra Angelucci, Attila Gyulassy, Steve Petruzza, Nate Morrical, Will Usher
Publikováno v:
IEEE Trans Vis Comput Graph
Researchers in the field of connectomics are working to reconstruct a map of neural connections in the brain in order to understand at a fundamental level how the brain processes information. Constructing this wiring diagram is done by tracing neuron
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, 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, 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
Autor:
Nate Morrical, Stefan Zellmann
Publikováno v:
Ray Tracing Gems II ISBN: 9781484271841
Accurate radiance estimates of high dynamic range textures require importance sampling to direct rays toward influential regions. However, traditional inverse transform sampling involves several expensive searches to locate these highly influential p
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::6a0a171607a13b58a877be10ace1e9ee
https://doi.org/10.1007/978-1-4842-7185-8_39
https://doi.org/10.1007/978-1-4842-7185-8_39
Publikováno v:
IEEE transactions on visualization and computer graphics. 28(8)
We present a technique that leverages ray tracing hardware available in recent Nvidia RTX GPUs to solve a problem other than classical ray tracing. Specifically, we demonstrate how to use these units to accelerate the point location of general unstru
Autor:
Ingo Wald, Will Usher, Mengjiao Han, Aaron Knoll, Chris R. Johnson, Nate Morrical, Valerio Pascucci
Publikováno v:
IEEE VIS (Short Papers)
We present dw2, a flexible and easy-to-use software infrastructure for interactive rendering of large tiled display walls. Our library represents the tiled display wall as a single virtual screen through a display "service", which renderers connect t
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::8e4151ea4d2bec32195c253547af5e11
http://arxiv.org/abs/2009.03368
http://arxiv.org/abs/2009.03368
Structured Adaptive Mesh Refinement (Structured AMR) enables simulations to adapt the domain resolution to save computation and storage, and has become one of the dominant data representations used by scientific simulations; however, efficiently rend
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::961b645c52eadaeeb55aeb8f540a4b48
Autor:
Will Usher, Bin Wang, Richard G. Hughes, Lin Mu, Ingo Wald, Nate Morrical, Karsten E. Thompson
Publikováno v:
Computer Physics Communications. 271:108221
To address the high computational cost of particle tracking for realistic Eulerian–Lagrangian simulations, a novel efficient and robust particle tracking method (RT method) for unstructured meshes is presented. The method, for the first time, lever