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Mach-RT: a many chip architecture for ray tracing
We propose an unconventional solution to high-performance ray tracing that combines a ray ordering scheme that minimizes access to the scene data with a large on-chip buffer acting as near-compute storage that is spread over multiple chips. We ...
RTX beyond ray tracing: exploring the use of hardware ray tracing cores for tet-mesh point location
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 meshes. Starting with a CUDA ...
Wide BVH traversal with a short stack
Compressed wide bounding volume hierarchies can significantly improve the performance of incoherent ray traversal, through a smaller working set of inner nodes and therefore a higher cache hit rate. While inner nodes in the hierarchy can be compressed, ...
Dynamic many-light sampling for real-time ray tracing
Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources---lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow maps or other rasterization-...
Stochastic lightcuts
We introduce stochastic lightcuts by combining the lighting approximation of lightcuts with stochastic sampling for efficiently rendering scenes with a large number of light sources. Our stochastic lightcuts method entirely eliminates the sampling ...
Temporally dense ray tracing
We present a technique for real-time ray tracing with the goal of reaching 240frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human visual system aid in integrating ...
Patch textures: hardware implementation of mesh colors
Mesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. This paper addresses the ...
A practical and efficient approach for correct Z-Pass stencil shadow volumes
Shadow volumes are a popular technique to compute pixel-accurate hard shadows in 3D scenes. Many variants exist that trade off accuracy and efficiency. In this work, we present an artifact-free, efficient, and easy-to-implement stencil shadow volume ...
Real-time ray tracing on head-mounted-displays for advanced visualization of sheet metal stamping defects
Although interactive ray tracing has been around since the late 1990s, real-time frame rates had so far only been feasible for low and mid-size screen resolutions. Recent developments in GPU hardware, that specifically accelerate ray tracing, make it ...
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
HPG '13 | 44 | 15 | 34% |
Overall | 44 | 15 | 34% |