Related papers: Combining GPU Tracing Methods within a Single Ray …
Real-time depth of field in game cinematics tends to approximate the semi-transparent silhouettes of out-of-focus objects through post-processing techniques. We leverage ray tracing hardware acceleration and spatio-temporal reconstruction…
NVidia RTX platform has been changing and extending the possibilities for real time Computer Graphics applications. It is the first time in history that retail graphics cards have full hardware support for ray tracing primitives. It still a…
Faster rendering of synthetic images is a core problem in the field of computer graphics. Rendering algorithms, such as path-tracing is dependent on parameters like size of the image, number of light bounces, number of samples per pixel,…
With the introduction of Nvidia RTX hardware, ray tracing is now viable as a general real time rendering technique for complex 3D scenes. Leveraging this new technology, we present Raygun, an open source rendering, simulation, and game…
We introduce GRay, a massively parallel integrator designed to trace the trajectories of billions of photons in a curved spacetime. This GPU-based integrator employs the stream processing paradigm, is implemented in CUDA C/C++, and runs on…
Depth of Field (DoF) in games is usually achieved as a post-process effect by blurring pixels in the sharp rasterized image based on the defined focus plane. This paper describes a novel real-time DoF technique that uses ray tracing with…
This paper presents a realization of the approach to spatial 3D stereo of visualization of 3D images with use parallel Graphics processing unit (GPU). The experiments of realization of synthesis of images of a 3D stage by a method of trace…
Penetration depth calculation quantifies the extent of overlap between two objects and is crucial in fields like simulations, the metaverse, and robotics. Recognizing its significance, efforts have been made to accelerate this computation…
Processing moving object trajectories arises in many application domains and has been addressed by practitioners in the spatiotemporal database and Geographical Information System communities. In this work, we focus on a trajectory…
Applications in many domains require processing moving object trajectories. In this work, we focus on a trajectory similarity search that finds all trajectories within a given distance of a query trajectory over a time interval, which we…
Motion blur is commonly used in game cinematics to achieve photorealism by modelling the behaviour of the camera shutter and simulating its effect associated with the relative motion of scene objects. A common real-time post-process…
Data management on GPUs has become increasingly relevant due to a tremendous rise in processing power and available GPU memory. Similar to main-memory systems, there is a need for performant GPU-resident index structures to speed up query…
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…
We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence,…
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…
For a foreground object in motion, details of its background which would otherwise be hidden are uncovered through its inner blur. This paper presents a novel hybrid motion blur rendering technique combining post-process image filtering and…
During the last decade GPU technology has shifted from pure general purpose computation to the inclusion of application specific integrated circuits (ASICs), such as Tensor Cores and Ray Tracing (RT) cores. Although these special purpose…
In this technical report, we document our attempt to visualize adaptive heightfields with smooth interpolation using ray casting in real time. The performance of ray casting depends strongly on the used interpolant and its efficient…
We present a fast, differentiable, GPU-accelerated optimization method for ray path tracing in environments containing planar reflectors and straight diffraction edges. Based on Fermat's principle, our approach reformulates the path-finding…
We present a novel, hardware rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically…