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Using Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Types
(ACM, 2020)
With the recent addition of hardware ray tracing capabilities, GPUs have become incredibly efficient at ray tracing both triangular geometry, and instances thereof. However, the bounding volume hierarchies that current ray ...
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 ...
Finding Efficient Spatial Distributions for Massively Instanced 3-d Models
(The Eurographics Association, 2020)
Instancing is commonly used to reduce the memory footprint of massive 3-d models. Nevertheless, large production assets often do not fit into the memory allocated to a single rendering node or into the video memory of a ...