Now showing items 11-15 of 15

    • Ray Tracing Dynamic Scenes with Shadows on the GPU 

      Guntury, Sashidhar; Narayanan, P. J. (The Eurographics Association, 2010)
      We present fast ray tracing of dynamic scenes in this paper with primary and shadow rays. We present a GPUfriendly strategy to bring coherency to shadow rays, based on previous work on grids as acceleration structures. We ...
    • Scalable Parallel Out-of-core Terrain Rendering 

      Goswami, Prashant; Makhinya, Maxim; Bösch, Jonas; Pajarola, Renato (The Eurographics Association, 2010)
      In this paper, we introduce a novel out-of-core parallel and scalable technique for rendering massive terrain datasets. The parallel rendering task decomposition is implemented on top of an existing terrain renderer using ...
    • Self-Scheduled Parallel Isosurfacing using Distributed Span Space on Cell 

      Caruso, Michael R.; Newman, Timothy S. (The Eurographics Association, 2010)
      A method designed for fast isosurfacing on Cell platforms is introduced. It well-utilizes limited amounts of local memory by exploiting a block-based span space. Exploitation goes beyond the usual steps of avoiding span ...
    • Streamed Ray Tracing of Single Rays on the Cell Processor 

      Bingel, Florian; Hinkenjann, Andre (The Eurographics Association, 2010)
      In this paper we present an approach to efficiently trace single rays on the Cell Processor, instead of using ray packets. To benefit from the performance of this processor, a data structure is chosen which allows traversal ...
    • Towards a Software Transactional Memory for Graphics Processors 

      Cederman, Daniel; Tsigas, Philippas; Chaudhry, Muhammad Tayyab (The Eurographics Association, 2010)
      The introduction of general purpose computing on many-core graphics processor systems, and the general shift in the industry towards parallelism, has created a demand for ease of parallelization. Software transactional ...