Now showing items 1-10 of 10

    • Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defects 

      Dietrich, Andreas; Wurster, Jan; Kam, Eric; Gierlinger, Thomas (The Eurographics Association, 2019)
      Although interactive ray tracing has been around since the late 1990s, real-time frame rates had so far only been feasible for low and mid-size screen resolutions. Recent developments in GPU hardware, that specifically ...
    • 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 ...
    • Mach-RT: A Many Chip Architecture for Ray Tracing 

      Vasiou, Elena; Shkurko, Konstantin; Brunvand, Erik; Yuksel, Cem (The Eurographics Association, 2019)
      We propose an unconventional solution to high-performance ray tracing that combines a ray ordering scheme that minimizes access to the scene data with a large on-chip buffer acting as near-compute storage that is spread ...
    • Dynamic Many-Light Sampling for Real-Time Ray Tracing 

      Moreau, Pierre; Pharr, Matt; Clarberg, Petrik (The Eurographics Association, 2019)
      Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources-lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow ...
    • Temporally Dense Ray Tracing 

      Andersson, Pontus; Nilsson, Jim; Salvi, Marco; Spjut, Josef; Akenine-Möller, Tomas (The Eurographics Association, 2019)
      We present a technique for real-time ray tracing with the goal of reaching 240 frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human ...
    • Patch Textures: Hardware Implementation of Mesh Colors 

      Mallett, Ian; Seiler, Larry; Yuksel, Cem (The Eurographics Association, 2019)
      Mesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. ...
    • Stochastic Lightcuts 

      Yuksel, Cem (The Eurographics Association, 2019)
      We introduce stochastic lightcuts by combining the lighting approximation of lightcuts with stochastic sampling for efficiently rendering scenes with a large number of light sources. Our stochastic lightcuts method entirely ...
    • A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes 

      Usta, Baran; Scandolo, Leonardo; Billeter, Markus; Marroquim, Ricardo; Eisemann, Elmar (The Eurographics Association, 2019)
      Shadow volumes are a popular technique to compute pixel-accurate hard shadows in 3D scenes. Many variants exist that trade off accuracy and efficiency. In this work, we present an artifact-free, efficient, and easy-to-implement ...
    • Wide BVH Traversal with a Short Stack 

      Vaidyanathan, Karthik; Woop, Sven; Benthin, Carsten (The Eurographics Association, 2019)
      Compressed wide bounding volume hierarchies can significantly improve the performance of incoherent ray traversal, through a smaller working set of inner nodes and therefore a higher cache hit rate. While inner nodes in ...
    • High-Performance Graphics 2019 – Short Papers: Frontmatter 

      Steinberger, Markus; Foley, Tim (Eurographics Association, 2019)