{"id":14088,"date":"2015-06-08T21:06:58","date_gmt":"2015-06-08T18:06:58","guid":{"rendered":"http:\/\/hgpu.org\/?p=14088"},"modified":"2015-06-08T21:06:58","modified_gmt":"2015-06-08T18:06:58","slug":"bi-directional-path-tracing-on-gpu","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=14088","title":{"rendered":"Bi-directional Path Tracing on GPU"},"content":{"rendered":"<p>Computer graphics renderers for creating photo-realistic images use mainly unidirectional path tracing, having good results for scenes without caustics or hard cases. There are also few renderers with bi-directional path tracing implementation, however due to the complexity of the algorithm implementation, they almost exclusively target sequential CPUs. The thesis proposes a way of implementation of bi-directional path tracer on a parallel many-core architectures such as the GPU and provides a working implementation. Further this implementation is compared to a parallel implementation of the standard, unidirectional path tracer, in terms of quality and speed. Interactive frame rates have been achieved for parallel bi-directional path tracing, proving the possibility of using such algorithm on GPUs.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Computer graphics renderers for creating photo-realistic images use mainly unidirectional path tracing, having good results for scenes without caustics or hard cases. There are also few renderers with bi-directional path tracing implementation, however due to the complexity of the algorithm implementation, they almost exclusively target sequential CPUs. The thesis proposes a way of implementation of [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,36,11,89,3],"tags":[1797,1787,1782,14,20,1745,974,176,181,144,390],"class_list":["post-14088","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-algorithms","category-computer-science","category-nvidia-cuda","category-paper","tag-3d-graphics-and-realism","tag-algorithms","tag-computer-science","tag-cuda","tag-nvidia","tag-nvidia-geforce-gt-720-m","tag-nvidia-geforce-gtx-580","tag-package","tag-raytracing","tag-rendering","tag-thesis"],"views":3861,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/14088","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=14088"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/14088\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=14088"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=14088"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=14088"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}