Topic
Ray tracing (graphics)
About: Ray tracing (graphics) is a research topic. Over the lifetime, 7010 publications have been published within this topic receiving 112500 citations. The topic is also known as: RT.
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22 Jul 2012TL;DR: The paper presents a rapid and valid adaptive angle step ray tracing algorithm to overcome the problems of low accuracy and computational efficiency of the existing methods and deduce successive linearization absorption tomography algorithm combining WEPIF method and Gauss weighted interpolation.
Abstract: This paper realized the forward calculation with the ray tracing algorithm, and applied WEPIF (the wavelet envelope peak instantaneous frequency) analysis for absorption tomography. The paper presents a rapid and valid adaptive angle step ray tracing algorithm to overcome the problems of low accuracy and computational efficiency of the existing methods. The new algorithm is developed for pre-stack CMP data forward modeling. We deduce successive linearization absorption tomography algorithm combining WEPIF method and Gauss weighted interpolation, and use ART, SIRT and LSQR for iterative solution of linear systems. Applied to single and multi trace gather synthetic data, the results indicate the validity of the method.
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01 Nov 2016TL;DR: The performance of acceleration by B SP is investigated and the result of GO accelerated by BSP is compared with a full-wave electromagnetic simulating method, Finite Difference Time Domain (FDTD).
Abstract: Binary Space Partitioning (BSP) is one of the most successful method of acceleration of ray tracing in computer graphics. BSP is applied in the ray tracing coupled with Geometrical Optics (GO) in the modeling of wireless propagation. The performance of acceleration by BSP is investigated. Then the result of GO accelerated by BSP is compared with a full-wave electromagnetic simulating method, Finite Difference Time Domain (FDTD).
01 Jan 2010
TL;DR: This paper presents a new traversal method created by combining two of the existing methods that is less sensitive to performance loss due to certain object scene distribution, and can also be faster than the methods from which it originated.
Abstract: Ways of exploiting the raw performance of GPUs for computing ray tracing have been a hot research topic recently. Performance similar to the multi-core CPU ray tracing engines has been achieved. In this paper we present a new traversal method created by combining two of the existing methods. The proposed method is less sensitive to performance loss due to certain object scene distribution. It can also be faster than the methods from which it originated. Several possibilities how to create such a method exist and even better methods can be constructed with the addition of a single instruction to the next generation of GPUs. The resulting ray tracer achieves 50+ fps for primary rays on moderately complex scenes running on current mainstream GPUs.