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RTSAH Traversal Order for Occlusion Rays
(The Eurographics Association and Blackwell Publishing Ltd., 2011)We accelerate the finding of occluders in tree based acceleration structures, such as a packetized BVH and a single ray kd-tree, by deriving the ray termination surface area heuristic (RTSAH) cost model for traversing an ... -
RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering
(The Eurographics Association, 2020)Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid ... -
RTSG: Ray Tracing for X3D via a Flexible Rendering Framework
(The Eurographics Association, 2009)VRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most ... -
RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location
(The Eurographics Association, 2019)We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral ...