Xingyu Liu, Yangdong Deng, Yufei Ni, Zonghui Li
The ray tracing algorithm is well-known for its ability to generate photo-realistic rendering effects. Recent years have witnessed a renewed momentum in pushing it to real-time for better user experience. Today the construction of acceleration structures, e.g., kd-tree, has become the bottleneck of ray tracing. A dedicated hardware architecture, FastTree, was proposed for kd-tree construction […]
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Stefan Popov
Rendering methods based on ray tracing provide high image realism, but have been historically regarded as offline only. This has changed in the past decade, due to significant advances in the construction and traversal performance of acceleration structures and the efficient use of data-parallel processing. Today, all major graphics companies offer real-time ray tracing solutions. […]
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Klaus Kofler, Dominik Steinhauser, Biagio Cosenza, Ivan Grasso, Sabine Schindler, Thomas Fahringer
N-body simulations represent an important class of numerical simulations in order to study a wide range of physical phenomena for which researchers demand fast and accurate implementations. Due to the computational complexity, simple brute-force methods to solve the long-distance interaction between bodies can only be used for small-scale simulations. Smarter approaches utilize neighbor lists, tree […]
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Daniel Wood
Cosmological simulations are used by astronomers to investigate large scale structure formation and galaxy evolution. Structure finding, that is, the discovery of gravitationally-bound objects such as dark matter halos, is a crucial step in many such simulations. During recent years, advancing computational capacity has lead to halo-finders needing to manage increasingly larger simulations. As a […]
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A.L. dos Santos, U.F.P.E. Center, A.J. Anibal, C. Universitária, V. Teichrieb, J. Lindoso
In this paper we present a chronological review of five distinct data structures commonly found in literature and ray tracing systems: Bounding Volume Hierarchies (BVH), Octrees, Uniform Grids, KD-Trees, and Bounding Interval Hierarchies (BIH). This review is then followed by an extensive comparative study of six different ray traversal algorithms implemented on a modern Kepler […]
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Meng Zhou
Ray tracing is an important and widely used tool in computer graphic. Entertainment and game industry have already benefit a lot from ray tracing. However, designers and end-users are forced to use off-line ray tracing tools for a long time due to the high computation load. In ray tracing, most of the computation is concentrated […]
M. Zhou
Ray tracing is an important and widely used tool in computer graphic. Entertainment and game industry have already bene t a lot from ray tracing. However, designers and end-users are forced to use off-line ray tracing tools for a long time due to the high computation load. In ray tracing, most of the computation is concentrated […]
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Fabian Gieseke, Justin Heinermann, Cosmin Oancea, Christian Igel
We present a new approach for combining k-d trees and graphics processing units for nearest neighbor search. It is well known that a direct combination of these tools leads to a non-satisfying performance due to conditional computations and suboptimal memory accesses. To alleviate these problems, we propose a variant of the classical k-d tree data […]
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Taejung Park, Yangmi Lim
We propose a parallel ray-tracing technique to visualize signed distance fields generated from triangular meshes based on NVIDIA OptiX. Our method visualizes signed distance fields with various distance offset values at interactive rates (2-12 fps). Our method utilizes a parallel kd-tree implementation to query the nearest triangle and the sphere tracing method to visualize the […]
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Michael Goldfarb, Youngjoon Jo, Milind Kulkarni
With the advent of programmer-friendly GPU computing environments, there has been much interest in offloading workloads that can exploit the high degree of parallelism available on modern GPUs. Exploiting this parallelism and optimizing for the GPU memory hierarchy is well-understood for regular applications that operate on dense data structures such as arrays and matrices. However, […]
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Tao Liao, Yongjie Zhang, Peter M. Kekenes-Huskey, Yuhui Cheng, Anushka Michailova, Andrew D. McCulloch, Michael Holst, J. Andrew McCammon
Multi-scale modeling plays an important role in understanding the structure and biological functionalities of large biomolecular complexes. In this paper, we present an efficient computational framework to construct multi-scale models from atomic resolution data in the Protein Data Bank (PDB), which is accelerated by multi-core CPU and programmable Graphics Processing Units (GPU). A multi-level summation […]
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Guangfu Shi
Photon mapping is a popular extension to the classic ray tracing algorithm in the field of realistic image synthesis. Moreover, it benefits from the massive parallelism computational power brought by recent developments in graphics processor hardware and programming models. However rendering the scenes with dynamic lights still greatly limits the performance due to the re-construction […]
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