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dc.contributor.authorErlich, Orenen_US
dc.contributor.authorAristizabal, Sarahen_US
dc.contributor.authorLi, Lucasen_US
dc.contributor.authorWoodard, Brandonen_US
dc.contributor.authorHumer, Ireneen_US
dc.contributor.authorEckhardt, Christianen_US
dc.contributor.editorLiu, Lingjieen_US
dc.contributor.editorAverkiou, Melinosen_US
dc.date.accessioned2024-04-16T15:29:24Z
dc.date.available2024-04-16T15:29:24Z
dc.date.issued2024
dc.identifier.isbn978-3-03868-239-4
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egp.20241036
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egp20241036
dc.description.abstractIn 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.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts Rendering → Global Illumination
dc.subjectCCS Concepts Rendering → Global Illumination
dc.titleComparing NVIDIA RTX and a Novel Voxel-Space Ray Marching Approach as Global Illumination Solutionsen_US
dc.description.seriesinformationEurographics 2024 - Posters
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egp.20241036
dc.identifier.pages2 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License