dc.contributor.author | Erlich, Oren | en_US |
dc.contributor.author | Aristizabal, Sarah | en_US |
dc.contributor.author | Li, Lucas | en_US |
dc.contributor.author | Woodard, Brandon | en_US |
dc.contributor.author | Humer, Irene | en_US |
dc.contributor.author | Eckhardt, Christian | en_US |
dc.contributor.editor | Liu, Lingjie | en_US |
dc.contributor.editor | Averkiou, Melinos | en_US |
dc.date.accessioned | 2024-04-16T15:29:24Z | |
dc.date.available | 2024-04-16T15:29:24Z | |
dc.date.issued | 2024 | |
dc.identifier.isbn | 978-3-03868-239-4 | |
dc.identifier.issn | 1017-4656 | |
dc.identifier.uri | https://doi.org/10.2312/egp.20241036 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egp20241036 | |
dc.description.abstract | In this work, we investigate the performance-as well as the quality difference-between the state of the art NVIDIA DXR ray tracing pipeline and a voxelspace ray marching (VSRM). In order to maintain an acceptable quality image outcome, as well as frame-rate, for tested low numbers of rays from one to 32, we use a simple denoiser. We show a similar quality outcome and less progressive dependency on the number of rays for VSRM compared with DXR. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts Rendering → Global Illumination | |
dc.subject | CCS Concepts Rendering → Global Illumination | |
dc.title | Comparing NVIDIA RTX and a Novel Voxel-Space Ray Marching Approach as Global Illumination Solutions | en_US |
dc.description.seriesinformation | Eurographics 2024 - Posters | |
dc.description.sectionheaders | Posters | |
dc.identifier.doi | 10.2312/egp.20241036 | |
dc.identifier.pages | 2 pages | |