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Ray Tracing - Stanford University

    https://graphics.stanford.edu/courses/cs348b-05/lectures/lecture3/raytrace_ii.pdf
    Ray Tracing Ray Tracing 1 ... Hierarchical Grid 34 116 34 Time. Page 11 CS348B Lecture 3 Pat Hanrahan, Spring 2005 Comparison CS348B Lecture 3 Pat Hanrahan, Spring 2005 Univ. Saarland RTRT Engine Ray-casts per second = FPS @ 1K × 1K Pentium-IV 2.5GHz laptop Kd-tree with surface-area heuristic [Havran]

Ray Tracing with Spatial Hierarchies

    https://webhome.cs.uvic.ca/~blob/courses/305/notes/pdf/Ray%20Tracing%20with%20Spatial%20Hierarchies.pdf
    Ray Tracing. Flexible, accurate, high-quality rendering. Slow. Simplest ray tracer: Test every ray against every object in the scene N objects, M rays →O(N * M) Using an acceleration scheme: Acceleration scheme = sub-linear complexity of N Grids and hierarchies N objects, M rays →O(log(N) * M) Log(N) is a theoretical estimate, in reality it depends on the scene Speedups of …

Grid-induced bounding volume hierarchy for ray tracing ...

    https://www.researchgate.net/publication/352900055_Grid-induced_bounding_volume_hierarchy_for_ray_tracing_dynamic_scenes
    Keywords Ray tracing · Bounding volume hier archy · Hierarchical grids · Agglomerative clustering 1 Introduction Beside its excellent capability f or handling complex lighting

Ray Tracing with the Single Slab Hierarchy

    https://woizischke.com/ray-tracing-single-slab-hierarchy.pdf
    In this paper we present a new hierarchical accel-eration data structure, which is comparable in per-formance to highly optimized BVH ray tracers, but that uses only 25% of the memory of a BVH, allow-ing for more complex scenes to be rendered. We will show that this data structure can be easily in-tegrated into existing ray tracing systems and has a

Ray Tracing - Stanford University

    https://graphics.stanford.edu/courses/cs348b-01/lectures/lecture03/raytrace2.pdf
    Ray Tracing Ray Tracing 1 Basic algorithm Ray-surface intersection (triangles, spheres, …) Ray Tracing 2 Acceleration data structures ... hierarchical grids Bounding volume hierarchies N 1. Page 2 CS348B Lecture 3 Pat Hanrahan, Spring 2001 Uniform Grids Preprocess scene 1. Determine resolution

(PDF) Hierarchical octree and k-d tree grids for 3D ...

    https://www.researchgate.net/publication/258247519_Hierarchical_octree_and_k-d_tree_grids_for_3D_radiative_transfer_simulations
    Many modern radiative transfer codes, whether using Monte Carlo or ray tracing techniques, are equipped with hierarchical octree-based grids to accommodate a wide dynamic range in …

[1311.0705] Hierarchical octree and k-d tree grids for 3D ...

    https://arxiv.org/abs/1311.0705
    Manymodern radiative transfer codes, whether using Monte Carlo or ray tracingtechniques, are equipped with hierarchical octree-based grids to accommodate awide dynamic range in densities. We critically investigate two differentaspects of octree grids in the framework of Monte Carlo dust radiativetransfer.

Faster ray tracing using adaptive grids - BYU …

    https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=1669&context=facpub
    Our basic idea nests regular grids hierarchically. Thus, when a ray enters a voxel, the algorithm first computes intersections between the ray and all objects in the voxel. If an object is a grid, the ray proceeds into that grid to check for additional intersections. Figure 1 illustrates this concept. Snyder and Barr. 6. were first to introduce a ray-tracing

Accelerated Raytracing

    https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-8.pdf
    Ray Tracing Acceleration Techniques N 1 Faster Intersection Fewer Rays Generalized Rays Approaches Tighter bounds Faster intersector Uniform grids Spatial hierarchies k-d, oct-tree, bsp hierarchical grids Hierarchical bounding volumes (HBV) Early ray termination Adaptive sampling Beam tracing Cone tracing Pencil tracing . Faster Intersections

Two-Level Grids for Ray Tracing on GPUs

    https://kalojanov.com/data/two_level_grids.pdf
    two-level grid is a fixed depth hierarchy with a relatively sparse top-level grid. Each of the cells in the grid is itself a uniform grid with arbitrary resolution. The structure is a member of a class of hierarchical grids introduced by Jevans and Wyvill [JW89], and to our knowledge its application to ray tracing on GPUs has not been studied before.

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