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Ray Tracing Deformable Scenes Using Dynamic …
https://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/wald07_packetbvh.pdf
Ray tracing deformable scenes using dynamic bounding …
https://dl.acm.org/doi/abs/10.1145/1189762.1206075
Wald, I. 2004. Realtime ray tracing and interactive global illumination. Ph.D. thesis, Saarland University. Google Scholar; Wald, I., Benthin, C., and Slusallek, P. 2003. Distributed interactive ray tracing of dynamic scenes. In Proceedings of the IEEE Symposium on Parallel and Large-Data Visualization and Graphics. 11--20. Google Scholar ...
[PDF] Ray tracing deformable scenes using dynamic …
https://www.semanticscholar.org/paper/Ray-tracing-deformable-scenes-using-dynamic-volume-Wald-Boulos/47bc4396fc46375494ac6dc8060d7b92fb713de7
A BVH-based ray tracing system using a novel integrated packet-frustum traversal scheme is shown to achieve performance for deformable models comparable to that previously available only for static models. The most significant deficiency of most of today's interactive ray tracers is that they are restricted to static walkthroughs. This restriction is due to the static nature of the ...
Ray Tracing Deformable Scenes using Dynamic Bounding …
https://www.researchgate.net/publication/220184525_Ray_Tracing_Deformable_Scenes_using_Dynamic_Bounding_Volume_Hierarchies
A BVH-based ray tracing system using these techniques is shown to achieve performance for deformable models comparable to that previously available …
Ray Tracing Deformable Scenes using Bounding Volume …
https://www.semanticscholar.org/paper/Ray-Tracing-Deformable-Scenes-using-Bounding-Volume-Wald-Boulos/b3eb28f4da84e3300d376c607b5331b26cd8cfd6/figure/1
Figure 2: Different BVHs for 4 triangles. The siblings are allowed to spatially overlap (unlike spatial subdivision). Other possibilities include splitting to size 1 and 3 triangle list, and recursively splitting lists of 2 or 3 triangles. - "Ray Tracing Deformable …
Ray Tracing Deformable Scenes using Bounding …
https://www.researchgate.net/profile/Ingo-Wald/publication/220184525_Ray_Tracing_Deformable_Scenes_using_Dynamic_Bounding_Volume_Hierarchies/links/02e7e51fc1fb5ed0b7000000/Ray-Tracing-Deformable-Scenes-using-Dynamic-Bounding-Volume-Hierarchies.pdf
A deformable scene is one whose triangles move, but no triangles are split, created, or de- stroyed over time. An example of such a scene is shown in Figure 1 …
CiteSeerX — Ray Tracing Deformable Scenes using …
https://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.225.9337
More importantly, the BVH can be used to ray trace deformable models (sets of triangles whose positions change over time) with little loss of performance. A variety of efficiency techniques are used to achieve this performance, but three algorithmic changes to the typical BVH algorithm are mainly responsible.
Ray tracing deformable scenes using dynamic bounding …
https://dlnext.acm.org/doi/abs/10.1145/1189762.1206075
The most significant deficiency of most of today's interactive ray tracers is that they are restricted to static walkthroughs. This restriction is due to the static nature of the acceleration struc...
CiteSeerX — Ray Tracing Deformable Scenes using …
https://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.126.1834&q=A%20non-stationary%20subdivision%20scheme%20for%20the%20construction%20of%20deformable%20models%20with%20sphere-like%20topology.
CiteSeerX - Document Details (Isaac Councill, Lee Giles, Pradeep Teregowda): The most significant deficiency of most of today’s interactive ray tracers is that they are restricted to static walkthroughs. This restriction is due to the static nature of the acceleration structures used. While the best reported frame rates for static geometric models have been achieved using carefully ...
State of the Art in Ray Tracing Animated Scenes
https://www.sci.utah.edu/publications/Wal2009a/Wald_CGF2009.pdf
I. Wald et al./State of the Art in Ray Tracing Animated Scenes1693 mesh connectivity, or even the addition or deletion of primi- tives.2Often, only certain parts of the scene are deformable (e.g. each skinned monster is a deformable mesh), while …
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