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  4. A general two-level acceleration structure for interactive ray tracing on the GPU
 
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2010
Conference Paper
Title

A general two-level acceleration structure for interactive ray tracing on the GPU

Abstract
Despite the superior image quality generated by ray tracing, programmers of time-critical applications have historically avoided it because of its computational costs. Nowadays, the hardware of modern desktops allows the execution of realtime ray tracers but requires a specialized implementation based on specific characteristics of each application, such as scene complexity, kinds of motion, ray distribution, model structure and hardware. The evaluation and development of these requirements are complex and time-consuming, especially for developers with no familiarity in rendering algorithms and graphics hardware programming. The aim of our work is to provide a general and practical method to efficiently execute interactive ray tracing in most systems. We considered the most common aspects of current computer graphics applications, like the use of a scene graph and support to static and dynamic objects. In addition, we also took into account the common desktop hardware. This led us to the development of a special acceleration structure and its implementation on the GPU. In this paper, we present the development of our work showing the combination of different techniques and our results.
Author(s)
Huff, Rafael
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Neves, Tiago
Univ. do Minho
Gierlinger, Thomas
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Kuijper, Arjan  orcid-logo
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Stork, André
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Fellner, Dieter W.
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Mainwork
Computer Graphics International, CGI 2010. Short Papers  
Conference
Computer Graphics International Conference (CGI) 2010  
Language
English
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Keyword(s)
  • ray tracing

  • hierarchical data structure

  • Graphics Processing Unit (GPU)

  • Forschungsgruppe Semantic Models, Immersive Systems (SMIS)

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