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A hybrid CPU-GPU Implementation for Interactive Ray …

    https://www.researchgate.net/profile/Brian-Budge-2/publication/228944402_A_hybrid_cpu-gpu_implementation_for_interactive_ray-tracing_of_dynamic_scenes/links/0912f509817ed5a333000000/A-hybrid-cpu-gpu-implementation-for-interactive-ray-tracing-of-dynamic-scenes.pdf
    A hybrid CPU-GPU Implementation for Interactive Ray-Tracing of Dynamic Scenes Brian C. Budge∗ University of California, Davis John C. Anderson† University of …

A hybrid CPU-GPU Implementation for Interactive Ray …

    https://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.302.5234
    The resulting hybrid ray tracer is able to render fully dynamic scenes with hundreds of thousands of triangles at interactive speeds. We describe our implementation in detail and provide a performance analysis and comparison to prior work. Keyphrases

A hybrid cpu-gpu implementation for interactive ray …

    https://www.academia.edu/es/26426535/A_hybrid_cpu_gpu_implementation_for_interactive_ray_tracing_of_dynamic_scenes
    To facilitate ray tracing of animated scenes at interactive speeds 1 I NTRODUCTION using the ray tracer presented here, we describe a straightforward GPU-based ray tracers have recently achieved a performance equal parallel CPU-based method for approximate quality kd-tree con- and surpassing that of CPU implementations.

EVALUATING A CPU/GPU IMPLEMENTATION FOR REAL-TIME …

    https://mdh.diva-portal.org/smash/get/diva2:1109814/FULLTEXT01.pdf
    One aspect that is, practically, unexplored is hybrid CPU/GPU renderers. This paper attempts to evaluate if it is possible to implement a hybrid CPU/GPU ray tracer that performs better than either a CPU or GPU implementation in isolation. An existing framework is pro led, analyzed, and altered to give insight into this problem.

GPU-based Ray Tracing of Dynamic Scenes - JVRB

    https://www.jvrb.org/past-issues/7.2010/2432
    Interactive ray tracing of non-trivial scenes is just becoming feasible on single graphics processing units (GPU). Recent work in this area focuses on building effective acceleration structures, which work well under the constraints of current GPUs. Most approaches are targeted at static scenes and only allow navigation in the virtual scene.

A straightforward CUDA implementation for interactive …

    https://www.researchgate.net/publication/4375525_A_straightforward_CUDA_implementation_for_interactive_ray-tracing
    In recent years, applying the powerful computational resources delivered by modern GPUs to ray tracing has resulted in a number of ray tracing implementations that allow …

GPU-based Ray Tracing of Dynamic Scenes - JVRB

    https://www.jvrb.org/past-issues/7.2010/2432/720101.pdf
    Interactive ray tracing of non-trivial scenes is just be- coming feasible on single graphics processing units (GPU). Recent work in this area focuses on building effective acceleration structures, which work well un- der the constraints of current GPUs. Most approaches are targeted at static scenes and only allow naviga- tion in the virtual scene.

MobiRT: An Implementation of OpenGL ES-based CPU-GPU …

    https://nahjaeho.github.io/papers/SA2010_MobiRT_slides.pdf
    • The implementation of an OpenGL ES-based CPU-GPU hybrid ray tracer • CPU : kd-tree build and management of the ray tree • GPU : kd-tree traversal, intersection tests, and shading • Supports full Whitted ray tracing of dynamic scenes. • Future work • Implementation on real mobile devices • Using OpenCL for faster and more ...

HART: A Hybrid Architecture for Ray Tracing Animated …

    https://europepmc.org/article/MED/26357070
    We present a hybrid architecture, inspired by asynchronous BVH construction [1], for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray …

Interactive k-D Tree GPU Raytracing - Stanford University

    https://graphics.stanford.edu/papers/i3dkdtree/gpu-kd-i3d.pdf
    Our implementation uses the Brook [2004] runtime and stock Direct3D 9.0c, and the GPU frag- ment programs for raytracing are written in Brook or pixel- shader 3.0 assembly and run with version 6.7 of the ATI Catalyst drivers. For the non-packetized ray-scene intersec- tion, each GPU fragment traces a single ray through the scene.

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