Show simple item record

dc.contributor.authorWidmer, S.en_US
dc.contributor.authorPajak, D.en_US
dc.contributor.authorSchulz, A.en_US
dc.contributor.authorPulli, K.en_US
dc.contributor.authorKautz, J.en_US
dc.contributor.authorGoesele, M.en_US
dc.contributor.authorLuebke, D.en_US
dc.contributor.editorPetrik Clarberg and Elmar Eisemannen_US
dc.date.accessioned2016-01-19T10:32:53Z
dc.date.available2016-01-19T10:32:53Z
dc.date.issued2015en_US
dc.identifier.isbn978-1-4503-3707-6en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2790060.2790069en_US
dc.description.abstractWe 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 enables fast empty space skipping while tracing and yields exact intersection points for the planar approximation. In combination with an occlusion-aware ray traversal our algorithm is capable to quickly trace even multiple depth layers. Compared to prior work, our technique improves the accuracy of the results, is more general, and allows for advanced image transformations, as all pixels can cast rays to arbitrary directions. We demonstrate real-time performance for several applications, including depth-of-field rendering, stereo warping, and screen-space ray traced reflections.en_US
dc.publisherACM Siggraphen_US
dc.subjectscreenen_US
dc.subjectspace ray tracingen_US
dc.subjectacceleration structureen_US
dc.subjectGPUen_US
dc.titleAn Adaptive Acceleration Structure for Screen-space Ray Tracingen_US
dc.description.seriesinformationHigh-Performance Graphicsen_US
dc.description.sectionheadersRendering and Displayen_US
dc.identifier.doi10.1145/2790060.2790069en_US
dc.identifier.pages67-76en_US


Files in this item

Thumbnail
Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record