Zobrazeno 1 - 10
of 16
pro vyhledávání: '"Sven Woop"'
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
Autor:
Manfred Ernst, Sven Woop
Publikováno v:
Journal of Graphics, GPU, and Game Tools. 15:141-151
We present a representation of an axis-aligned bounding volume hierarchy (BVH) for ray tracing that removes redundant bounding information from the data structure. The observation that two children of a binary BVH node share at least six planes with
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
We describe how the Intel Embree ray tracing kernel library can be used to achieve high performance and high image quality on Intel Xeon Phi coprocessors. We demonstrate that this hardware/software combination can reach levels of performance (on nont
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::2225005da3221437638d7d46b10a47f3
https://doi.org/10.1016/b978-0-12-802118-7.00021-2
https://doi.org/10.1016/b978-0-12-802118-7.00021-2