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Reference TypeConference Paper (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Identifier8JMKD3MGPBW34M/3EELFLL
Repositorysid.inpe.br/sibgrapi/2013/07.11.23.09
Last Update2013:07.11.23.09.16 frantzruff@gmail.com
Metadatasid.inpe.br/sibgrapi/2013/07.11.23.09.16
Metadata Last Update2020:02.19.03.09.22 administrator
Citation KeyRuff:2013:DyPeOb
TitleDynamic per Object Ray Caching Textures for Real-Time Ray Tracing
FormatOn-line.
Year2013
Access Date2021, Jan. 27
Number of Files1
Size7867 KiB
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AuthorRuff, Christian Frantz
AffiliationUniversidade Federal Fluminense
EditorBoyer, Kim
Hirata, Nina
Nedel, Luciana
Silva, Claudio
e-Mail Addressfrantzruff@gmail.com
Conference NameConference on Graphics, Patterns and Images, 26 (SIBGRAPI)
Conference LocationArequipa, Peru
DateAug. 5-8, 2013
Book TitleProceedings
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Tertiary TypeFull Paper
History2013-07-11 23:09:16 :: frantzruff@gmail.com -> administrator ::
2020-02-19 03:09:22 :: administrator -> :: 2013
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Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Content TypeExternal Contribution
Keywordsray tracing, cache memory, cubemap, real time.
AbstractRay tracing allows the rendering of scenes with very complex light interactions. It is based on the idea that reflection, refraction and shadows can be modeled by recursively following the path that light takes as it bounces through an environment. However, despite its conceptual simplicity, tracing rays is a computationally intensive task. Also, optimizing memory management to increase efficiency is hard since coherent access in 3D space would not generate coalescent memory patterns. We present a new caching-like strategy suitable for real-time ray tracing which is capable to store data generated in previous frames in such a way that coherent memory access is achieved while data is reused by subsequent frames. By storing light bounce results of previously traced rays in a cubemap attached to each scene object, we show that it is possible to explore the efficient memory sampling mechanism provided by the graphics hardware to increase frame rate. Our approach is suitable for static scenes and may prevent deep interactions of rays with the scene as well as enable synchronous computation of rays in parallelized architectures, and it can be easily integrated to any existing ray tracing solutions.
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data URLhttp://urlib.net/rep/8JMKD3MGPBW34M/3EELFLL
zipped data URLhttp://urlib.net/zip/8JMKD3MGPBW34M/3EELFLL
Languageen
Target File114608-CameraReady.pdf
User Groupfrantzruff@gmail.com
Visibilityshown
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Mirror Repositorysid.inpe.br/banon/2001/03.30.15.38.24
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
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Empty Fieldsaccessionnumber archivingpolicy archivist area callnumber copyholder copyright creatorhistory descriptionlevel dissemination documentstage doi edition electronicmailaddress group holdercode isbn issn label lineage mark nextedition nexthigherunit notes numberofvolumes orcid organization pages parameterlist parentrepositories previousedition previouslowerunit progress project readergroup readpermission resumeid rightsholder secondarydate secondarykey secondarymark secondarytype serieseditor session shorttitle sponsor subject tertiarymark type url versiontype volume

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