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EGH
2010
Springer
13 years 5 months ago
Architecture considerations for tracing incoherent rays
This paper proposes a massively parallel hardware architecture for efficient tracing of incoherent rays, e.g. for global illumination. The general approach is centered around hier...
Timo Aila, Tero Karras
VVS
1995
IEEE
161views Visualization» more  VVS 1995»
13 years 11 months ago
Volumetric Ray Tracing
We introduce a framework for texturing volumetric objects with displacement maps and texture maps, which are introduced as volume modeling tools. In this framework, an implicit-to...
Lisa M. Sobierajski, Arie E. Kaufman
VMV
2007
219views Visualization» more  VMV 2007»
13 years 8 months ago
GPU Rendering of Secondary Effects
In this paper we present an efficient data structure and algorithms for GPU ray tracing of secondary effects like reflections, refractions and shadows. Our method extends previo...
Kai Bürger, Stefan Hertel, Jens Krüger, ...
CGF
2008
165views more  CGF 2008»
13 years 7 months ago
GPU-based Fast Ray Casting for a Large Number of Metaballs
Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle...
Yoshihiro Kanamori, Zoltan Szego, Tomoyuki Nishita
CGI
2001
IEEE
13 years 11 months ago
Hardware-Accelerated Rendering of Antialiased Shadows with Shadow Maps
We present a hardware-accelerated method for rendering high quality, antialiased shadows using the shadow map approach. Instead of relying on dedicated hardware support for shadow...
Stefan Brabec, Hans-Peter Seidel