Short Papers
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Browsing Short Papers by Subject "Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Raytracing"
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Item Hybrid CPU/GPU KD-Tree Construction for Versatile Ray Tracing(The Eurographics Association, 2012) Roccia, Jean-Patrick; Paulin, Mathias; Coustet, Christophe; Carlos Andujar and Enrico PuppoWe propose an hybrid CPU-GPU ray-tracing implementation based on an optimal Kd-Tree as acceleration structure. The construction and traversal of this KD-tree takes benefit from both the CPU and the GPU to achieve high-performance ray-tracing on mainstream hardware. Our approach, flexible enough to use only a single computing unit (CPU or GPU), is able to efficiently distribute workload between CPUs and GPUs for fast KD-tree construction and traversal.Item Incoherent Ray Tracing without Acceleration Structures(The Eurographics Association, 2012) Áfra, Attila T.; Carlos Andujar and Enrico PuppoRecently, a new family of dynamic ray tracing algorithms, called divide-and-conquer ray tracing, has been introduced. This approach partitions the primitives on-the-fly during ray traversal, which eliminates the need for an acceleration structure. We present a new ray traversal method based on this principle, which efficiently handles incoherent rays, and takes advantage of the SSE and AVX instruction sets of the CPU. Our algorithm offers notable performance improvements over similar existing solutions, and it is competitive with powerful static ray tracers.Item Real-Time Metaball Ray Casting with Fragment Lists(The Eurographics Association, 2012) Szécsi, László; Illés, Dávid; Carlos Andujar and Enrico PuppoIn this paper we describe a method for rendering particle-based medium representations. The algorithm builds per-pixel lists of relevant metaballs, then incrementally constructs a piecewise polynomial approximation of summed metaball densities along rays, and finds intersections with the isosurface using those. This new approach scales well for a high number of particles, it can handle local extremities of depth complexity robustly, and it does not suffer from the inaccuracies and limitations of screen-space filtering approximation methods.Item Skeleton Based Importance Sampling for Path Tracing(The Eurographics Association, 2012) Biri, Venceslas; Chaussard, John; Carlos Andujar and Enrico PuppoWhen working with large and complex scenes, situations arise where light flux takes complex paths to reach the observer. In such cases, traditional stochastic algorithms, like ray tracing algorithms, will have difficulties to compute noise-free images. Our present research aims to solve this problem using the 3d scene skeleton as a coarse representation. Indeed, curvilinear skeletons can be used to find light paths with higher energy. This article presents our research to use these skeletons for any ray tracing algorithm, allowing a knowledge-based choice when choosing light paths. Our method adds little computation time while producing a more accurate image.