Academic literature on the topic 'Inline ray tracing'

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Journal articles on the topic "Inline ray tracing"

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Colaïtis, A., J. P. Palastro, R. K. Follett, I. V. Igumenschev, and V. Goncharov. "Real and complex valued geometrical optics inverse ray-tracing for inline field calculations." Physics of Plasmas 26, no. 3 (March 2019): 032301. http://dx.doi.org/10.1063/1.5082951.

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Cromaz, Mario, Eli Dart, Eric Pouyoul, and Gustav R. Jansen. "Simple and Scalable Streaming: The GRETA Data Pipeline." EPJ Web of Conferences 251 (2021): 04018. http://dx.doi.org/10.1051/epjconf/202125104018.

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The Gamma Ray Energy Tracking Array (GRETA) is a state of the art gamma-ray spectrometer being built at Lawrence Berkeley National Laboratory to be first sited at the Facility for Rare Isotope Beams (FRIB) at Michigan State University. A key design requirement for the spectrometer is to perform gamma-ray tracking in near real time. To meet this requirement we have used an inline, streaming approach to signal processing in the GRETA data acquisition system, using a GPU-equipped computing cluster. The data stream will reach 480 thousand events per second at an aggregate data rate of 4 gigabytes per second at full design capacity. We have been able to simplify the architecture of the streaming system greatly by interfacing the FPGA-based detector electronics with the computing cluster using standard network technology. A set of highperformance software components to implement queuing, flow control, event processing and event building have been developed, all in a streaming environment which matches detector performance. Prototypes of all high-performance components have been completed and meet design specifications.
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Ma, F., X. M. Chu, and C. G. Liu. "PER Estimation of AIS in Inland Rivers based on Three Dimensional Ray Tracking." TransNav, the International Journal on Marine Navigation and Safety of Sea Transportation 8, no. 1 (2014): 89–94. http://dx.doi.org/10.12716/1001.08.01.10.

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Huang, Haocai, Shijie Xu, Xinyi Xie, Yong Guo, Luwen Meng, and Guangming Li. "Continuous Sensing of Water Temperature in a Reservoir with Grid Inversion Method Based on Acoustic Tomography System." Remote Sensing 13, no. 13 (July 5, 2021): 2633. http://dx.doi.org/10.3390/rs13132633.

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The continuous sensing of water parameters is of great importance to the study of dynamic processes in the ocean, coastal areas, and inland waters. Conventional fixed-point and ship-based observing systems cannot provide sufficient sampling of rapidly varying processes, especially for small-scale phenomena. Acoustic tomography can achieve the sensing of water parameter variations over time by continuously using sound wave propagation information. A multi-station acoustic tomography experiment was carried out in a reservoir with three sound stations for water temperature observation. Specifically, multi-path propagation sound waves were identified with ray tracing using high-precision topography data obtained with ship-mounted ADCP. A new grid inverse method is proposed in this paper for water temperature profiling along a vertical slice. The progression of water temperature variation in three vertical slices between acoustic stations was mapped by solving an inverse problem. The reliability and adaptability of the grid method developed in this research are verified by comparison with layer-averaged water temperature results. The grid method can be further developed for the 3D mapping of water parameters over time, especially in small-scale water areas, where sufficient multi-path propagation sound waves can be obtained.
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Dissertations / Theses on the topic "Inline ray tracing"

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Sjöberg, Joakim, and Filip Zachrisson. "A Performance Comparison of Dynamic- and Inline Ray Tracing in DXR : An application in soft shadows." Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21833.

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Background. Ray tracing is a tool that can be used to increase the quality of the graphics in games. One application in graphics that ray tracing excels in is generating shadows because ray tracing can simulate how shadows are generated in real life more accurately than rasterization techniques can. With the release of GPUs with hardware support for ray tracing, it can now be used in real-time graphics applications to some extent. However, it is still a computationally heavy task requiring performance improvements. Objectives. This thesis will evaluate the difference in performance of three raytracing methods in DXR Tier 1.1, namely dynamic ray tracing and two forms of inline ray tracing. To further investigate the ray-tracing performance, soft shadows will be implemented to see if the driver can perform optimizations differently (depending on the choice of ray-tracing method) on the subsequent and/or preceding API interactions. With the pipelines implemented, benchmarks will be performed using different GPUs, scenes, and a varying amount of shadow-casting lights. Methods. The scientific method is based on an experimental approach, using both implementation and performance tests. The experimental approach will begin by extending an in-house DirectX 12 renderer. The extension includes ray-tracing functionality, so that hard shadows can be generated using both dynamic- and the inline forms ray tracing. Afterwards, soft shadows are generated by implementing a state-of-the-art-denoiser with some modifications, which will be added to each ray-tracing method. Finally, the renderer is used to perform benchmarks of various scenes with varying amounts of shadow-casting lights and object complexity to cover a broad area of scenarios that could occur in a game and/or in other similar applications. Results and Conclusions. The results gathered in this experiment suggest that under the experimental conditions of the chosen scenes, objects, and number of lights, AMD’s GPUs were faster in performance when using dynamic ray tracing than using inline ray tracing, whilst Nvidia’s GPUs were faster when using inline ray tracing compared to when using dynamic ray tracing. Also, with an increasing amount of shadow-casting lights, the choice of ray-tracing method had low to no impact except for linearly increasing the execution time in each test. Finally, adding soft shadows(subsequent and preceding API interactions) also had low to no relative impact on the results depending on the different ray-tracing methods.
Bakgrund. Strålspårning (ray tracing) är ett verktyg som kan användas för att öka kvalitén på grafiken i spel. En tillämpning i grafik som strålspårning utmärker sig i är när skuggor ska skapas eftersom att strålspårning lättare kan simulera hur skuggor skapas i verkligheten, vilket tidigare tekniker i rasterisering inte hade möjlighet för. Med ny hårdvara där det finns support för strålspårning inbyggt i grafikkorten finns det nu möjligheter att använda strålspårning i realtids-applikationer inom vissa gränser. Det är fortfarande tunga beräkningar som behöver slutföras och det är därav att det finns behov av förbättringar.  Syfte. Denna uppsats kommer att utvärdera skillnaderna i prestanda mellan tre olika strålspårningsmetoder i DXR nivå 1.1, nämligen dynamisk strålspårning och två olika former av inline strålspårning. För att ge en bredare utredning på prestandan mellan strålspårningsmetoderna kommer mjuka skuggor att implementeras för att se om drivrutinen kan göra olika optimiseringar (beroende på valet av strålspårningsmetod) på de efterföljande och/eller föregående API anropen. Efter att dessa rörledningar (pipelines) är implementerade kommer prestandatester att utföras med olika grafikkort, scener, och antal ljus som kastar skuggor. Metod. Den vetenskapliga metoden är baserat på ett experimentellt tillvägagångssätt, som kommer innehålla både ett experiment och ett flertal prestandatester. Det experimentella tillvägagångssättet kommer att börja med att utöka en egenskapad DirectX 12 renderare. Utökningen kommer tillföra ny funktionalitet för att kunna hantera strålspårning så att hårda skuggor ska kunna genereras med både dynamisk och de olika formerna av inline strålspårning. Efter det kommer mjuka skuggor att skapas genom att implementera en väletablerad avbrusningsteknik med några modifikationer, vilket kommer att bli tillagt på varje strålspårningssteg. Till slut kommer olika prestandatester att mätas med olika grafikkort, olika antal ljus, och olika scener för att täcka olika scenarion som skulle kunna uppstå i ett spel och/eller i andra liknande applikationer.  Resultat och Slutsatser. De resultat från testerna i detta experiment påvisar att under dessa förutsättningar så är AMD’s grafikkort snabbare på dynamisk strålspårning än på inline strålspårning, samtidigt som Nvidias grafikkort är snabbare på inline strålspårning än på den dynamiska varianten. Ökandet av ljus som kastar skuggor påvisade låg till ingen förändring förutom ett linjärt ökande av exekveringstiden i de flesta testerna. Slutligen så visade det sig även att tillägget av mjuka skuggor (efterföljande och föregående API interaktioner) hade låg till ingen påverkan på valet av strålspårningsmetod.
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Book chapters on the topic "Inline ray tracing"

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Ma, F., X. Chu, and C. Liu. "PER Estimation of AIS in Inland Rivers based on Three Dimensional Ray Tracking." In Marine Navigation and Safety of Sea Transportation, 193–97. CRC Press, 2013. http://dx.doi.org/10.1201/b14962-33.

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