Now showing items 1-9 of 9

    • Compressed-Leaf Bounding Volume Hierarchies 

      Benthin, Carsten; Wald, Ingo; Woop, Sven; Áfra, Attila T. (ACM, 2018)
      We propose and evaluate what we call Compressed-Leaf Bounding Volume Hierarchies (CLBVH), which strike a balance between compressed and non-compressed BVH layouts. Our CLBVH layout introduces dedicated compressed multi-leaf ...
    • Design and Evaluation of a GPU Streaming Framework for Visualizing Time-Varying AMR Data 

      Zellmann, Stefan; Wald, Ingo; Sahistan, Alper; Hellmann, Matthias; Usher, Will (The Eurographics Association, 2022)
      We describe a systematic approach for rendering time-varying simulation data produced by exa-scale simulations, using GPU workstations. The data sets we focus on use adaptive mesh refinement (AMR) to overcome memory bandwidth ...
    • Faster RTX-Accelerated Empty Space Skipping using Triangulated Active Region Boundary Geometry 

      Wald, Ingo; Zellmann, Stefan; Morrical, Nate (The Eurographics Association, 2021)
      We describe a technique for GPU and RTX accelerated space skipping of structured volumes that improves on prior work by replacing clustered proxy boxes with a GPU-extracted triangle mesh that bounds the active regions. ...
    • Finding Efficient Spatial Distributions for Massively Instanced 3-d Models 

      Zellmann, Stefan; Morrical, Nate; Wald, Ingo; Pascucci, Valerio (The Eurographics Association, 2020)
      Instancing is commonly used to reduce the memory footprint of massive 3-d models. Nevertheless, large production assets often do not fit into the memory allocated to a single rendering node or into the video memory of a ...
    • High-Quality Rendering of Glyphs Using Hardware-Accelerated Ray Tracing 

      Zellmann, Stefan; Aumüller, Martin; Marshak, Nathan; Wald, Ingo (The Eurographics Association, 2020)
      Glyph rendering is an important scientific visualization technique for 3D, time-varying simulation data and for higherdimensional data in general. Though conceptually simple, there are several different challenges when ...
    • Ray Tracing Generalized Tube Primitives: Method and Applications 

      Han, Mengjiao; Wald, Ingo; Usher, Will; Wu, Qi; Wang, Feng; Pascucci, Valerio; Hansen, Charles D.; Johnson, Chris R. (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      We present a general high-performance technique for ray tracing generalized tube primitives. Our technique efficiently supports tube primitives with fixed and varying radii, general acyclic graph structures with bifurcations, ...
    • RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location 

      Wald, Ingo; Usher, Will; Morrical, Nathan; Lediaev, Laura; Pascucci, Valerio (The Eurographics Association, 2019)
      We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral ...
    • Scalable Ray Tracing Using the Distributed FrameBuffer 

      Usher, Will; Wald, Ingo; Amstutz, Jefferson; Günther, Johannes; Brownlee, Carson; Pascucci, Valerio (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Image- and data-parallel rendering across multiple nodes on high-performance computing systems is widely used in visualization to provide higher frame rates, support large data sets, and render data in situ. Specifically ...
    • Using Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Types 

      Wald, Ingo; Morrical, Nate; Zellmann, Stefan; Ma, Lei; Usher, Will; Huang, Tiejun; Pascucci, Valerio (ACM, 2020)
      With the recent addition of hardware ray tracing capabilities, GPUs have become incredibly efficient at ray tracing both triangular geometry, and instances thereof. However, the bounding volume hierarchies that current ray ...