Now showing items 1-4 of 4

    • An Adaptive Acceleration Structure for Screen-space Ray Tracing 

      Widmer, S.; Pajak, D.; Schulz, A.; Pulli, K.; Kautz, J.; Goesele, M.; Luebke, D. (ACM Siggraph, 2015)
      We propose an efficient acceleration structure for real-time screenspace ray tracing. The hybrid data structure represents the scene geometry by combining a bounding volume hierarchy with local planar approximations. This ...
    • Bounding Volume Hierarchy Optimization through Agglomerative Treelet Restructuring 

      Domingues, Leonardo R.; Pedrini, Helio (ACM Siggraph, 2015)
      In this paper, we present a new method for building high-quality bounding volume hierarchies (BVHs) on manycore systems. Our method is an extension of the current state-of-the-art on GPU BVH construction, Treelet Restructuring ...
    • Grid-Free Out-Of-Core Voxelization to Sparse Voxel Octrees on GPU 

      Pätzold, Martin; Kolb, Andreas (ACM Siggraph, 2015)
      In this paper, we present the first grid-free, out-of-core GPU voxelization method. Our method combines efficient parallel triangle voxelization on GPU with out-of-core technologies in order to allow the processing of ...
    • Reorder Buffer: An Energy-Efficient Multithreading Architecture for Hardware MIMD Ray Traversal 

      Lee, Won-Jong; Shin, Youngsam; Hwang, Seok Joong; Kang, Seok; Yoo, Jeong-Joon; Ryu, Soojung (ACM Siggraph, 2015)
      In this paper, we present an energy- and area-efficient multithreading architecture for Multiple Instruction, Multiple Data (MIMD) ray tracing hardware targeted at low-power devices. Recent ray tracing hardware has ...