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Out-of-core ray tracing with memory-efficient page …

    https://patents.justia.com/patent/9183667
    Out-of-core ray tracing with memory-efficient page generation . Jul 16, 2012. In one embodiment, a method comprising grouping by a processor primitives that comprise a scene into plural clusters, each cluster comprising a subset of the primitives that are proximal to each other relative to the other of the primitives; and allocating an equal ...

US20160078588A1 - Out-of-core ray tracing with memory …

    https://patents.google.com/patent/US20160078588A1/en
    In one embodiment, a method comprising grouping by a processor primitives that comprise a scene into plural clusters, each cluster comprising a subset of the primitives that are proximal to each other relative to the other of the primitives; and allocating an equal size memory block for each respective cluster for the plural clusters, wherein all the plural clusters comprise …

US20130016109A1 - Out-of-core ray tracing with memory …

    https://patents.google.com/patent/US20130016109A1/en
    In one embodiment, a method comprising grouping by a processor primitives that comprise a scene into plural clusters, each cluster comprising a subset of the primitives that are proximal to each other relative to the other of the primitives; and allocating an equal size memory block for each respective cluster for the plural clusters, wherein all the plural clusters comprise one …

Out-of-core GPU ray tracing of complex scenes

    https://www.researchgate.net/publication/220721221_Out-of-core_GPU_ray_tracing_of_complex_scenes
    We have implemented a general purpose out- of -core ray tracer for rendering complex scenes on the GPU. Figure 1 shows several frames from a Boeing …

Timeline scheduling for out-of-core ray batching

    https://www.semanticscholar.org/paper/Timeline-scheduling-for-out-of-core-ray-batching-Son-Yoon/2d0ac5a37b8e9165e1ce82b9117a9423e9b0ab46
    This work presents a timeline based scheduling method for Monte Carlo ray tracing of out-of-core models on distributed memory clusters that aims to increase data locality by allocating a job that takes the least time to fetch required data on a given compute device. We present a timeline based scheduling method for Monte Carlo ray tracing of out-of-core models on distributed …

Out-of-core GPU ray tracing of complex scenes

    https://www.academia.edu/54548411/Out_of_core_GPU_ray_tracing_of_complex_scenes
    Out-of-core GPU ray tracing of complex scenes. ACM SIGGRAPH 2011 Talks on - SIGGRAPH '11, 2011. V. Galaktionov. Download Download PDF. Full PDF Package Download Full PDF Package. This Paper. A short summary of this paper. 37 Full PDFs related to this paper. Read Paper.

Out-Of-Core Rendering of Large,

    https://vgc.poly.edu/~csilva/papers/cga2001cr.pdf
    The first is a memory-insensi- tive rendering (MIR) technique that is completely disk- based and requires a small amount of constant main memory. The second technique is based on our ZSweep algorithm. It’s more involved in its preprocessing, imple- mentation, and main-memory requirements but can be substantially faster. Memory-insensitive rendering

Timeline Scheduling for Out-of-Core Ray Batching - KAIST

    http://sglab.kaist.ac.kr/GMB/preprint.pdf
    For Monte Carlo ray tracing techniques that deal with out-of- core data, the bandwidth of memory hierarchy has been a common bottleneck, due to their inherently random data access patterns over the scene data. In this case, such low data locality often causes expensive I/O transfers between different memory devices.

TRaX: A Multicore Hardware Architecture for Real-Time Ray …

    https://hwrt.cs.utah.edu/papers/hwrt_tcad09.pdf
    In this paper, we describe the TRaX architecture and our performance results compared to other architectures used for ray tracing. Simulated results indicate that a multicore version of the TRaX architecture running at a modest speed of 500 MHz provides real-time ray- traced images for scenes of a complexity found in video games.

A Hardware Architecture for Ray Tracing - University of Utah

    http://hodad.bioen.utah.edu/~wald/Publications/2002/SaarCOR/saarcor.pdf
    Jörg Schmittler, Ingo Wald, Philipp Slusallek / A Hardware Architecture for Ray Tracing has made ray tracing rather unattractive for a hardware im-plementation. The ray tracing architecture presented in this paper is based on the observation that significant coherence between rays does exist and can be exploited 30 by rearranging the

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