Now showing items 1-15 of 15

    • Data Parallel Path Tracing with Object Hierarchies 

      Wald, Ingo; Parker, Steven G (ACM Association for Computing Machinery, 2022)
      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, ...
    • Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time 

      Binder, Nikolaus; Keller, Alexander (The Eurographics Association, 2016)
      The fastest acceleration schemes for ray tracing rely on traversing a bounding volume hierarchy (BVH) for efficient culling and use backtracking, which in the worst case may expose cost proportional to the depth of the ...
    • Fast Insertion-Based Optimization of Bounding Volume Hierarchies 

      Bittner, Jiří; Hapala, Michal; Havran, Vlastimil (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      We present an algorithm for fast optimization of bounding volume hierarchies (BVH) for efficient ray tracing. We perform selective updates of the hierarchy driven by the cost model derived from the surface area heuristic. ...
    • Foveated Real-Time Ray Tracing for Head-Mounted Displays 

      Weier, Martin; Roth, Thorsten; Kruijff, Ernst; Hinkenjann, André; Pérard-Gayot, Arsène; Slusallek, Philipp; Li, Yongmin (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Head-mounted displays with dense pixel arrays used for virtual reality applications require high frame rates and low latency rendering. This forms a challenging use case for any rendering approach. In addition to its ability ...
    • Global Illumination Using Well‐Separated Pair Decomposition 

      Bus, N.; Mustafa, N. H.; Biri, V. (Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Instant radiosity methods rely on using a large number of virtual point lights (VPLs) to approximate global illumination. Efficiency considerations require grouping the VPLs into a small number of clusters that are treated ...
    • Interactive VPL-based Global Illumination on the GPU Using Adaptive Fuzzy Clustering 

      Colom, Arnau; Marques, Ricardo; Santos, Luís Paulo (The Eurographics Association, 2024)
      Physically-based synthesis of high quality imagery results in a significant workload, which makes interactive rendering a very challenging task. Our approach to achieve such interactive frame rates while accurately simulating ...
    • Line Sampling for Direct Illumination 

      Billen, Niels; Dutré, Philip (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Computing direct illumination efficiently is still a problem of major significance in computer graphics. The evaluation involves an integral over the surface areas of the light sources in the scene. Because this integral ...
    • Paralelização do Algoritmo de Iluminação Global 

      Venâncio, Hugo; João, Nuno; Pereira, João Madeiras (The Eurographics Association, 2023)
      O PAIO é um sistema distribuído que paraleliza a computação do algoritmo de Iluminação Global RayTracing, utilizando um qualquer numero maquinas heterogéneas. Todo o PAIO foi implementado na linguagem Java, o que lhe permite ...
    • Path Guiding Using Spatio‐Directional Mixture Models 

      Dodik, Ana; Papas, Marios; Öztireli, Cengiz; Müller, Thomas (© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022)
      We propose a learning‐based method for light‐path construction in path tracing algorithms, which iteratively optimizes and samples from what we refer to as spatio‐directional Gaussian mixture models (SDMMs). In particular, ...
    • Path Tracing on Massively Parallel Neuromorphic Hardware 

      Richmond, Paul; Allerton, David J. (The Eurographics Association, 2012)
      Ray tracing on parallel hardware has recently benefit from significant advances in the graphics hardware and associated software tools. Despite this, the SIMD nature of graphics card architectures is only able to perform ...
    • Photon Beam Diffusion: A Hybrid Monte Carlo Method for Subsurface Scattering 

      Habel, Ralf; Christensen, Per H.; Jarosz, Wojciech (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      We present photon beam diffusion, an efficient numerical method for accurately rendering translucent materials. Our approach interprets incident light as a continuous beam of photons inside the material. Numerically ...
    • Progressive Virtual Beam Lights 

      Novák, Jan; Nowrouzezahrai, Derek; Dachsbacher, Carsten; Jarosz, Wojciech (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      A recent technique that forms virtual ray lights (VRLs) from path segments in media, reduces the artifacts common to VPL approaches in participating media, however, distracting singularities still remain. We present Virtual ...
    • Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip 

      Schmittler, Jörg; Woop, Sven; Wagner, Daniel; Paul, Wolfgang J.; Slusallek, Philipp (The Eurographics Association, 2004)
      Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of existing software implementations is still ...
    • SAH KD-Tree Construction on GPU 

      Wu, Zhefeng; Zhao, Fukai; Liu, Xinguo (ACM, 2011)
      KD-tree is one of the most efficient acceleration data structures for ray tracing. In this paper, we present a kd-tree construction algorithm that is precisely SAH-optimized and runs entirely on GPU. We construct the tree ...
    • Temporally Dense Ray Tracing 

      Andersson, Pontus; Nilsson, Jim; Salvi, Marco; Spjut, Josef; Akenine-Möller, Tomas (The Eurographics Association, 2019)
      We present a technique for real-time ray tracing with the goal of reaching 240 frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human ...