Identity statement area | |
Reference Type | Conference Paper (Conference Proceedings) |
Site | sibgrapi.sid.inpe.br |
Identifier | 8JMKD3MGPBW34M/3EELFLL |
Repository | sid.inpe.br/sibgrapi/2013/07.11.23.09 |
Last Update | 2013:07.11.23.09.16 frantzruff@gmail.com |
Metadata | sid.inpe.br/sibgrapi/2013/07.11.23.09.16 |
Metadata Last Update | 2020:02.19.03.09.22 administrator |
Citation Key | Ruff:2013:DyPeOb |
Title | Dynamic per Object Ray Caching Textures for Real-Time Ray Tracing  |
Format | On-line. |
Year | 2013 |
Access Date | 2021, Jan. 27 |
Number of Files | 1 |
Size | 7867 KiB |
Context area | |
Author | Ruff, Christian Frantz |
Affiliation | Universidade Federal Fluminense |
Editor | Boyer, Kim Hirata, Nina Nedel, Luciana Silva, Claudio |
e-Mail Address | frantzruff@gmail.com |
Conference Name | Conference on Graphics, Patterns and Images, 26 (SIBGRAPI) |
Conference Location | Arequipa, Peru |
Date | Aug. 5-8, 2013 |
Book Title | Proceedings |
Publisher | IEEE Computer Society |
Publisher City | Los Alamitos |
Tertiary Type | Full Paper |
History | 2013-07-11 23:09:16 :: frantzruff@gmail.com -> administrator :: 2020-02-19 03:09:22 :: administrator -> :: 2013 |
Content and structure area | |
Is the master or a copy? | is the master |
Content Stage | completed |
Transferable | 1 |
Content Type | External Contribution |
Keywords | ray tracing, cache memory, cubemap, real time. |
Abstract | Ray 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. |
source Directory Content | there are no files |
agreement Directory Content | |
Conditions of access and use area | |
data URL | http://urlib.net/rep/8JMKD3MGPBW34M/3EELFLL |
zipped data URL | http://urlib.net/zip/8JMKD3MGPBW34M/3EELFLL |
Language | en |
Target File | 114608-CameraReady.pdf |
User Group | frantzruff@gmail.com |
Visibility | shown |
Allied materials area | |
Mirror Repository | sid.inpe.br/banon/2001/03.30.15.38.24 |
Host Collection | sid.inpe.br/banon/2001/03.30.15.38 |
Notes area | |
Empty Fields | accessionnumber 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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