Browsing Rendering - Experimental Ideas & Implementations 2015 by Subject "I.3.6 [Computer Graphics]"
Now showing items 1-2 of 2
-
Efficient Visibility Heuristics for kd-trees Using the RTSAH
(The Eurographics Association, 2015)Acceleration data structures such as kd-trees aim at reducing the per-ray cost which is crucial for rendering performance. The de-facto standard for constructing kd-trees, the Surface Area Heuristic (SAH), does not take ... -
GPU-based Out-of-Core HLBVH Construction
(The Eurographics Association, 2015)Recently the GPU has been used extensively in building indexing structures for moderately complex scenes that fit inside the GPU core. However, only few methods have been developed for constructing indexing structures for ...