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1. Identity statement
Reference TypeConference Paper (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Holder Codeibi 8JMKD3MGPEW34M/46T9EHH
Identifier8JMKD3MGPBW34M/3EELFLL
Repositorysid.inpe.br/sibgrapi/2013/07.11.23.09
Last Update2013:07.11.23.09.16 (UTC) administrator
Metadata Repositorysid.inpe.br/sibgrapi/2013/07.11.23.09.16
Metadata Last Update2022:06.14.00.07.50 (UTC) administrator
DOI10.1109/SIBGRAPI.2013.43
Citation KeyRuff:2013:DyPeOb
TitleDynamic per Object Ray Caching Textures for Real-Time Ray Tracing
FormatOn-line.
Year2013
Access Date2024, May 03
Number of Files1
Size7867 KiB
2. Context
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
Date5-8 Aug. 2013
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Book TitleProceedings
Tertiary TypeFull Paper
History (UTC)2013-07-11 23:09:16 :: frantzruff@gmail.com -> administrator ::
2022-06-14 00:07:50 :: administrator -> :: 2013
3. Content and structure
Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Version Typefinaldraft
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.
Arrangement 1urlib.net > SDLA > Fonds > SIBGRAPI 2013 > Dynamic per Object...
Arrangement 2urlib.net > SDLA > Fonds > Full Index > Dynamic per Object...
doc Directory Contentaccess
source Directory Contentthere are no files
agreement Directory Content
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4. Conditions of access and use
data URLhttp://urlib.net/ibi/8JMKD3MGPBW34M/3EELFLL
zipped data URLhttp://urlib.net/zip/8JMKD3MGPBW34M/3EELFLL
Languageen
Target File114608-CameraReady.pdf
User Groupfrantzruff@gmail.com
Visibilityshown
5. Allied materials
Mirror Repositorysid.inpe.br/banon/2001/03.30.15.38.24
Next Higher Units8JMKD3MGPEW34M/46SLB4P
8JMKD3MGPEW34M/4742MCS
Citing Item Listsid.inpe.br/sibgrapi/2022/05.15.04.02 8
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
6. Notes
Empty Fieldsarchivingpolicy archivist area callnumber contenttype copyholder copyright creatorhistory descriptionlevel dissemination documentstage edition electronicmailaddress group isbn issn label lineage mark nextedition notes numberofvolumes orcid organization pages parameterlist parentrepositories previousedition previouslowerunit progress project readergroup readpermission resumeid rightsholder schedulinginformation secondarydate secondarykey secondarymark secondarytype serieseditor session shorttitle sponsor subject tertiarymark type url volume


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