Related papers: An Improved Ray Tracing Acceleration Algorithm Bas…
As computational complexity in electromagnetics increases with frequency, full-wave solvers become computationally infeasible for electrically large problems. To address this limitation, we present a shooting and bouncing rays (SBR) method…
We propose a compact and efficient tetrahedral mesh representation to improve the ray-tracing performance. We reorder tetrahedral mesh data using a space-filling curve to improve cache locality. Most importantly, we propose an efficient ray…
Memory bandwidth constraints continue to be a significant limiting factor in ray tracing performance, particularly as scene complexity grows and computational capabilities outpace memory access speeds. This paper presents a memory-efficient…
Oriented bounding box (OBB) bounding volume hierarchies offer a more precise fit than axis-aligned bounding box hierarchies in scenarios with thin elongated and arbitrarily rotated geometry, enhancing intersection test performance in ray…
The ray casting operation in the Monte Carlo ray tracing algorithm usually adopts a bounding volume hierarchy (BVH) to accelerate the process of finding intersections to evaluate visibility. However, its characteristics are irregular, with…
State-of-the-art ray tracing techniques operate on hierarchical acceleration structures such as BVH trees which wrap objects in a scene into bounding volumes of decreasing sizes. Acceleration structures reduce the amount of ray-scene…
Neural representations have shown spectacular ability to compress complex signals in a fraction of the raw data size. In 3D computer graphics, the bulk of a scene's memory usage is due to polygons and textures, making them ideal candidates…
Ray tracing is an essential operation for realistic image synthesis. The acceleration of ray tracing has been studied for a long period of time because algorithms such as light transport simulations require a large amount of ray tracing.…
Analyzing and identifying the shortcomings of current subdivision methods for finding intersections of rays with fibers defined by the surface of a circular contour swept along a B\'ezier curve, we present a new algorithm that improves…
We present an algorithm for creating an n-level ray-space hierarchy (RSH) of coherent rays that runs on the GPU. Our algorithm uses rasterization to process the primary rays, then uses those results as the inputs for a RSH, that processes…
Compared with image method (IM) based ray tracing (RT), shooting and bouncing ray (SBR) method is characterized by fast speed but low accuracy. In this paper, an iterative precise algorithm based on equiangular division is proposed to make…
3D Gaussian Splatting has gained widespread adoption across diverse applications due to its exceptional rendering performance and visual quality. While most existing methods rely on rasterization to render Gaussians, recent research has…
We present a novel representation of compressed data structure for simultaneous bounding volume hierarchy (BVH) traversals like they appear for instance in collision detection & proximity query. The main idea is to compress bounding volume…
We present an algorithm for neighbor search in molecular simulations on graphics processing units (GPUs) based on bounding volume hierarchies (BVHs). The BVH is compressed into a low-precision, quantized representation to increase the BVH…
Ray tracing algorithm simulates the physical movements of a huge amount of rays to render a high quality image, in which the tracing procedure for each ray can be implemented in parallel. By leveraging the inherent parallelism of quantum…
Modern GPUs come with dedicated hardware to perform ray/triangle intersections and bounding volume hierarchy (BVH) traversal. While the primary use case for this hardware is photorealistic 3D computer graphics, with careful algorithm design…
X-ray tomographic reconstruction typically uses voxel basis functions to represent volumetric images. Due to the structure in voxel basis representations, efficient ray-tracing methods exist allowing fast, GPU accelerated implementations.…
Ray tracing (RT) is a 3D graphics technique that offers highly realistic visuals. It is becoming prominent and accessible as GPU vendors have integrated dedicated ray tracing acceleration hardware. However, tracing millions of rays through…
Discrete Collision Detection (DCD) is a fundamental task in several domains including particle-based physics simulations. Efficient DCD uses indexing structures such as Bounding Volume Hierarchy (BVH), but accelerating irregular BVH…
Sample based ray marching is an effective method for direct volume rendering of unstructured meshes. However, sampling such meshes remains expensive, and strategies to reduce the number of samples taken have received relatively little…