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@InProceedings{Ruff:2013:DyPeOb,
               author = "Ruff, Christian Frantz",
          affiliation = "{Universidade Federal Fluminense}",
                title = "Dynamic per Object Ray Caching Textures for Real-Time Ray 
                         Tracing",
            booktitle = "Proceedings...",
                 year = "2013",
               editor = "Boyer, Kim and Hirata, Nina and Nedel, Luciana and Silva, 
                         Claudio",
         organization = "Conference on Graphics, Patterns and Images, 26. (SIBGRAPI)",
            publisher = "IEEE Computer Society",
              address = "Los Alamitos",
             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.",
  conference-location = "Arequipa, Peru",
      conference-year = "Aug. 5-8, 2013",
             language = "en",
           targetfile = "114608-CameraReady.pdf",
        urlaccessdate = "2020, Nov. 28"
}


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