Now showing items 18-22 of 22

    • 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 ...
    • Simpler and Faster HLBVH with Work Queues 

      Garanzha, Kirill; Pantaleoni, Jacopo; McAllister, David (ACM, 2011)
      A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed forray tracing in real-time, even in the presence of ...
    • SSLPV: Subsurface Light Propagation Volumes 

      Børlum, Jesper; Christensen, Brian Bunch; Kjeldsen, Thomas Kim; Mikkelsen, Peter Trier; Noe, Karsten Østergaard; Rimestad, Jens; Mosegaard, Jesper (ACM, 2011)
      This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh opology and lighting. SSLPV extends the Light ...
    • Voxelized Shadow Volumes 

      Wyman, Chris (ACM, 2011)
      Efficient shadowing algorithms have been sought for decades, but most shadow research focuses on quickly identifying shadows on surfaces. This paper introduces a novel algorithm to efficiently sample light visibility at ...
    • VoxelPipe: A Programmable Pipeline for 3D Voxelization 

      Pantaleoni, Jacopo (ACM, 2011)
      We present a highly exible and e cient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thinvoxelizations, multiple boolean, oating ...