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dc.contributor.authorJansen, Frederik W.en_US
dc.contributor.authorKok, Arjan J. F.en_US
dc.contributor.authorVerelst, Theoen_US
dc.contributor.editorP F Listeren_US
dc.date.accessioned2014-02-06T14:19:42Z
dc.date.available2014-02-06T14:19:42Z
dc.date.issued1992en_US
dc.identifier.isbn-en_US
dc.identifier.issn-en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH92/123-134en_US
dc.description.abstractComputer graphics algorithms and graphics hardware have mainly been developed along two lines: real-time display and realistic display. Real-time display has been achieved by developing dedicated hardware for projective, depth-buffer display algorithms.Increased realism has been achieved by ray tracing and radiosity algorithms,which generally are implemented on standard workstations because the complexity of the computation makes it difficult to implement these algorithms in hardware. Inthis paper we review these different approaches and discuss the feasibility of usingspecial hardware to enhance the radiosity and ray tracing computation. In particularwe will explore the use of the intersection of a frustrum of rays with patches in a sceneas a basic computational primitive for these algorithms and their implementation inhardware.K eywords and phrases: rendering, radiosity, ray tracing, graphics hardware, parallelprocessing.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleHardware Challenges for Ray Tracing and Radiosity Algorithmsen_US
dc.description.seriesinformationEurographics Workshop on Graphics Hardwareen_US


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