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Parallel Spatial Splits in Bounding Volume Hierarchies
(The Eurographics Association, 2016)
Bounding volume hierarchies (BVH) are essential for efficient ray tracing. In time-constrained situations such as real-time or large model visualization, fast construction of BVHs usually compromises hierarchy quality, ...
MCFTLE: Monte Carlo Rendering of Finite-Time Lyapunov Exponent Fields
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Traditionally, Lagrangian fields such as finite-time Lyapunov exponents (FTLE) are precomputed on a discrete grid and are ray casted afterwards. This, however, introduces both grid discretization errors and sampling errors ...
Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs
(The Eurographics Association, 2016)
Accelerating ray traversal on data-parallel hardware architectures has received widespread attention over the last few years, but much less research has focused on efficient shading for ray tracing. This is unfortunate ...
Lightcut Interpolation
(The Eurographics Association, 2016)
Many-light rendering methods replace multi-bounce light transport with direct lighting from many virtual point light sources to allow for simple and efficient computation of global illumination. Lightcuts build a hierarchy ...
GVDB: Raytracing Sparse Voxel Database Structures on the GPU
(The Eurographics Association, 2016)
Simulation and rendering of sparse volumetric data have different constraints and solutions depending on the application area. Generating precise simulations and understanding very large data are problems in scientific ...