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dc.contributor.authorWeiskopf, Danielen_US
dc.contributor.authorSchafhitzel, Tobiasen_US
dc.contributor.authorErtl, Thomasen_US
dc.date.accessioned2015-02-19T09:54:46Z
dc.date.available2015-02-19T09:54:46Z
dc.date.issued2004en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2004.00794.xen_US
dc.description.abstractIn this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transfer back to main memory. The rendering process consists of the following parts: ray setup according to the camera parameters, ray integration, ray-object intersection, and local illumination. Bent rays are approximated by polygonal lines that are represented by textures. Ray integration is based on an iterative numerical solution of ordinary differential equations whose initial values are determined during ray setup. To improve the rendering performance, we propose acceleration techniques such as early ray termination and adaptive ray integration. Finally, we discuss a variety of applications that range from the visualization of dynamical systems to the general relativistic visualization in astrophysics and the rendering of the continuous refraction in media with varying density.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realismen_US
dc.publisherThe Eurographics Association and Blackwell Publishing, Incen_US
dc.titleGPU-Based Nonlinear Ray Tracingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume23en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.2004.00794.xen_US
dc.identifier.pages625-633en_US


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