Academic literature on the topic 'Ray tracing'

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Journal articles on the topic "Ray tracing"

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KASHIHARA, Yasuharu. "Ray-Tracing." Nihon Kessho Gakkaishi 36, no. 3 (1994): 218–23. http://dx.doi.org/10.5940/jcrsj.36.218.

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Rademacher, Paul. "Ray tracing." XRDS: Crossroads, The ACM Magazine for Students 3, no. 4 (May 1997): 3–7. http://dx.doi.org/10.1145/270955.270962.

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Schwietzer, Dino. "Ray tracing." ACM SIGCSE Bulletin 22, no. 1 (February 1990): 157–61. http://dx.doi.org/10.1145/319059.323439.

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Shaman, Jeffrey, R. M. Samelson, and Eli Tziperman. "Complex Wavenumber Rossby Wave Ray Tracing." Journal of the Atmospheric Sciences 69, no. 7 (July 1, 2012): 2112–33. http://dx.doi.org/10.1175/jas-d-11-0193.1.

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Abstract This paper presents a methodology for performing complex wavenumber ray tracing in which both wave trajectory and amplitude are calculated. This ray-tracing framework is first derived using a scaling in which the imaginary wavenumber component is assumed to be much smaller than the real wavenumber component. The approach, based on perturbation methods, is strictly valid when this scaling condition is met. The framework is then used to trace stationary barotropic Rossby waves in a number of settings. First, ray-traced Rossby wave amplitude is validated in a simple, idealized system for which exact solutions can be calculated. Complex wavenumber ray tracing is then applied to both solid-body rotation on a sphere and observed climatological upper-tropospheric fields. These ray-tracing solutions are compared with similarly forced solutions of the linearized barotropic vorticity equation (LBVE). Both real and complex wavenumber ray tracings follow trajectories matched by LBVE solutions. Complex wavenumber ray tracings on observed two-dimensional zonally asymmetric atmospheric fields are found to follow trajectories distinct from real wavenumber Rossby waves. For example, complex wavenumber ray tracings initiated over the eastern equatorial Pacific Ocean during boreal summer propagate northward and northeastward into the subtropics over the Atlantic Ocean, as well as southeastward into the Southern Hemisphere. Similarly initiated real wavenumber ray tracings remain within the deep tropics and propagate westward. These complex wavenumber Rossby wave trajectories and ray amplitudes are generally consistent with LBVE solutions, which indicates this methodology can identify Rossby wave effects distinct from traditional real wavenumber tracings.
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Tsai, Cheng-Mu. "Evaluation of Geometrical Modulation Transfer Function in Optical Lens System." Mathematical Problems in Engineering 2015 (2015): 1–9. http://dx.doi.org/10.1155/2015/863201.

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This paper presents ray tracing algorithms to evaluate the geometrical modulation transfer function (GMTF) of optical lens system. There are two kinds of ray tracings methods that can be applied to help simulate the point spread function (PSF) in the image plane, for example, paraxial optics and real ray tracings. The paraxial optics ray tracing is used to calculate the first-order properties such as the effective focal length (EFL) and the entrance pupil position through less cost of computation. However, the PSF could have a large tolerance by only using paraxial optics ray tracing for simulation. Some formulas for real ray tracing are applied in the sagittal and tangential line spread function (LSF). The algorithms are developed to demonstrate the simulation of LSF. Finally, the GMTF is evaluated after the fast Fourier transform (FFT) of the LSF.
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Kim, Woohan, and Vernon F. Cormier. "Vicinity ray tracing: an alternative to dynamic ray tracing." Geophysical Journal International 103, no. 3 (December 1990): 639–55. http://dx.doi.org/10.1111/j.1365-246x.1990.tb05677.x.

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Ryzhov, Vladislav. "Enabling Ray Tracing for 5G." International journal of Computer Networks & Communications 15, no. 3 (May 27, 2023): 51–70. http://dx.doi.org/10.5121/ijcnc.2023.15304.

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RT (Ray Tracing) models are widely used in RAN for channel modelling. Another possible application in processing chain of base station with multiple purposes: positioning, channel estimation/prediction, radio resources scheduling and others. In this paper RT positioning technique is addressed for Urban Outdoor scenario. Proposed robust approach achieves several meters accuracy even in NLOS and multipath conditions. Developed RT tracking was used for multiuser (MU) precoder prediction and demonstrated significant capacity gain. Also, this paper discloses practical aspects for achieving high accuracy.
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Becker Tjus, Julia. "Cosmic-ray tracing." Nature Physics 14, no. 4 (January 22, 2018): 333–34. http://dx.doi.org/10.1038/s41567-018-0044-9.

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Parker, Steven G., Heiko Friedrich, David Luebke, Keith Morley, James Bigler, Jared Hoberock, David McAllister, et al. "GPU ray tracing." Communications of the ACM 56, no. 5 (May 2013): 93–101. http://dx.doi.org/10.1145/2447976.2447997.

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Mora, Benjamin. "Naive ray-tracing." ACM Transactions on Graphics 30, no. 5 (October 2011): 1–12. http://dx.doi.org/10.1145/2019627.2019636.

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Dissertations / Theses on the topic "Ray tracing"

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Hošek, Václav. "Distributed Ray Tracing." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235956.

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VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ Distributed Ray Tracing, also called distribution ray tracing and stochastic ray tracing, is a refinement of ray tracing that allows for the rendering of "soft" phenomena, area light, depth of field and motion blur.
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Yun, Garam. "Polarization Ray Tracing." Diss., The University of Arizona, 2011. http://hdl.handle.net/10150/202979.

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A three-by-three polarization ray tracing matrix method is developed to calculate the polarization transformations associated with ray paths through optical systems. The relationship between the three-by-three polarization ray tracing matrix P method and the Jones calculus is shown in Chapter 2. The diattenuation, polarization dependent transmittance, is calculated via a singular value decomposition of the P matrix and presented in Chapter 3. In Chapter 4 the concept of retardance is critically analyzed for ray paths through optical systems. Algorithms are presented to separate the effects of retardance from geometric transformations. The parallel transport of vectors is associated with non-polarizing propagation through an optical system. A parallel transport matrix Q establishes a proper relationship between sets of local coordinates along the ray path, a sequence of ray segments. The proper retardance is calculated by removing this geometric transformation from the three-by-three polarization ray trace matrix. Polarization aberration is wavelength and spatial dependent polarization change that occurs as wavefrontspropagate through an optical system. Diattenuation and retardance of interfaces and anisotropic elements are common sources of polarizationaberrations. Two representations of polarization aberrationusing the Jones pupil and a polarization ray tracing matrix pupil, are presentedin Chapter 5. In Chapter 6 a new class of aberration, skew aberration is defined, as a component of polarization aberration. Skew aberration is an intrinsic rotation of polarization states due to the geometric transformation of local coordinates; skew aberration occurs independent of coatings and interface polarization. Skew aberration in a radially symmetric system primarily has the form of a tilt plus circular retardance coma aberration. Skew aberration causes an undesired polarization distribution in the exit pupil. A principal retardance is often defined within (-π, + π] range. In Chapter 7 an algorithm which calculates the principal retardance, horizontal retardance component, 45° retardance component, and circular retardance component for given retarder Jones matrices is presented. A concept of retarder space is introduced to understand apparent discontinuities in phase unwrapped retardance. Dispersion properties of retarders for polychromatic light is used to phase unwrap the principal retardance. Homogeneous and inhomogeneous compound retarder systems are analyzed and examples of multi-order retardance are calculated for thick birefringent plates. Mathematical description of the polarization properties of light and incoherent addition of light is presented in Chapter 8, using a coherence matrix. A three-by-three-by-three-by-three polarization ray tracing tensor method is defined in order to ray trace incoherent light through optical systems with depolarizing surfaces. The polarization ray tracing tensor relates the incident light’s three-by-three coherence matrix to the exiting light’s three-by-three coherence matrix. This tensor method is applicable to illumination systems and polarized stray light calculations where rays at an imaging surface pixel have optical path lengths which vary over many wavelengths. In Chapter 9 3D Stokes parameters are defined by expanding the coherence matrix with Gell-Mann matrices as a basis. The definition of nine-by-nine 3D Mueller matrix is presented. The 3D Mueller matrix relates the incident 3D Stokes parameters to the exiting 3D Stokes parameters. Both the polarization ray tracing tensor and 3D Mueller matrix are defined in global coordinates. In Chapter 10 a summary of my work and future work are presented followed by a conclusion.
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Huss, Niklas. "Real Time Ray Tracing." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-9207.

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Ray tracing has for a long time been used to create photo realistic images, but due to complex calculations done per pixel and slow hardware, the time to render a frame has been counted in hours or even days and this can be drawback if a change of a scene cannot be seen instantly. When ray tracing a frame takes less than a second to render we call it “real time ray tracing” or “interactive ray tracing” and many solutions have been developed and some involves distributing the computation to different computers interconnected in a very fast network (100 Mbit or higher). There are some drawbacks with this approach because most people do not have more than one computer and if they have, the computers are most likely not connected to each other. Since the hardware of today is fast enough to render a pretty complex image within minutes it should be possible to achieve real time ray tracing by combining many different methods that has been developed and reduce the render time. This work will examine what has to be sacrificed in image quality and complexity of static scenes, in order to achieve real time frame rate with ray tracing on a single computer. Some of the methods that will be covered in this work are frame optimizations, secondary rays optimization, hierarchies, culling, shadow caching, and sub sampling.
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Spjut, Josef Bo. "Efficient ray tracing architectures." Thesis, The University of Utah, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3727095.

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This dissertation presents computer architecture designs that are efficient for ray tracing based rendering algorithms. The primary observation is that ray tracing maps better to independent thread issue hardware designs than it does to dependent thread and data designs used in most commercial architectures. While the independent thread issue causes extra overhead in the fetch and issue parts of the pipeline, the number of computation resources required can be reduced through the sharing of less frequently used execution units. Furthermore, since all the threads run a single program on multiple data (SPMD), thread processors can share instruction and data caches. Ray tracing needs read-only access to the scene data during each frame, so caches can be optimized for reading, and traditional cache coherence protocols are unnecessary for maintaining coherent memory access. The resultant image exists as a write only frame buffer, allowing memory writes to avoid the cache entirely, preventing cache pollution and increasing the performance of smaller caches.

Commercial real-time rendering systems lean heavily on high-performance graphics processing units (GPU) that use the rasterization and z-buffer algorithms for rendering. A single pass of rasterization throws out much of the global scene information by streaming the surface data that a ray tracer keeps resident in memory. As a result, ray tracing is more naturally able to support rendering effects involving global information, such as shadows, reflections, refractions and camera lens effects. Rasterization has a time complexity of approximately O(N log(P)) where N is the number of primitive polygons and P is the number of pixels in the image. Ray tracing, in contrast, has a time complexity of O(P log(N)) making ray tracing scale better to large scenes with many primitive polygons, allowing for increased surface detail. Finally, once the number of pixels reaches its limit, ray tracing should exceed the performance of rasterization by allowing the number of objects to increase with less of a penalty on performance.

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Trendall, Chris. "Ray tracing refraction in hardware." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0016/MQ49742.pdf.

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Kukla, Michal. "Ray-tracing s knihovnou IPP." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237265.

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Master thesis is dealing with design and implementation of ray-tracing and path-tracing using IPP library. Theoretical part discusses current trends in acceleration of selected algorithms and also possibilities of parallelization. Design of ray-tracing and path-tracing algorithm and form of parallelization are described in proposal. This part also discusses implementation of adaptive sampling and importance sampling with Monte Carlo method to accelerate path-tracing algorithm. Next part is dealing with particular steps in implementation of selected rendering methods regarding IPP library. Implementation of network interface using Boost library is also discussed. At the end, implemented methods are subjected to performance and quality test. Final product of this thesis is server aplication capable of handling multiple connections which provides visualisation and client application which implements ray-tracing and path-tracing.
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Watson, Andre James. "Diffraction gratings in ray tracing." Diss., [La Jolla] : University of California, San Diego, 2009. http://wwwlib.umi.com/cr/ucsd/fullcit?p1464665.

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Thesis (M.S.)--University of California, San Diego, 2009.
Title from first page of PDF file (viewed July 7, 2009). Available via ProQuest Digital Dissertations. Includes bibliographical references (p. 66-67).
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McNeill, Michael D. J. "Ray tracing on multiprocessor systems." Thesis, University of Sussex, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.357267.

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Polášek, Tomáš. "Hybridní raytracing v rozhraní DXR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403161.

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The goal of this thesis is to evaluate the usability of hardware accelerated ray tracing in near-future rendering engines. Specifically, DirectX Ray Tracing API and Nvidia Turing architecture are being examined. Design and implementation of a hybrid rendering engine with support for hardware accelerated ray tracing is included and used in implementation of frequently used graphical effects -- hard and soft shadows, reflections, and Ambient Occlusion. The assessment is made in terms of difficulty of integration into a rendering engine, performance of the resulting system and suitability of implementation of chosen graphical effects. Performance parameters -- including number of rays cast per second, time to build acceleration structures and computation time on the GPU -- are tested and discussed.
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Sennersten, Charlotte. "Gameplay (3D Game Engine + Ray Tracing = Visual Attention through Eye Tracking)." Licentiate thesis, Karlskrona : School of Technoculture, Humanities and Planning, Blekinge Institute of Technology, 2008. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/e0fc9eb5eccc5468c12574d400432db2?OpenDocument.

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Books on the topic "Ray tracing"

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Read, Robert R. A study of underwater sound ray tracing methodology. Monterey, Calif: Naval Postgraduate School, 1990.

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Haines, Eric, and Tomas Akenine-Möller, eds. Ray Tracing Gems. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2.

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Enzmann, Alexander. Ray tracing worlds with POV-Ray. Corte Madera, CA: Waite Group Press, 1994.

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B, Bowlin James, Duda Timothy F, and Woods Hole Oceanographic Institution, eds. Ocean acoustical ray-tracing: Software Ray. Woods Hole, Mass: Woods Hole Oceanographic Institution, 1993.

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B, Bowlin James, Duda Timothy F, and Woods Hole Oceanographic Institution, eds. Ocean acoustical ray-tracing: Software Ray. Woods Hole, Mass: Woods Hole Oceanographic Institution, 1993.

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Marrs, Adam, Peter Shirley, and Ingo Wald, eds. Ray Tracing Gems II. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8.

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Adventures in ray tracing. Indianapolis, IN: Que, 1993.

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Drew, Wells, ed. Ray Tracing Creations: Generate 3D Photorealistic Images on the PC. 2nd ed. Corte Madera, CA: Waite group Press, 1994.

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1955-, Young Chris, ed. Ray Tracing Creations: Generate 3-D Photorealistic Images on the PC. Corte Madera, CA: Waite Group Press, 1993.

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Practical ray tracing in C. New York: Wiley, 1992.

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Book chapters on the topic "Ray tracing"

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Angell, Ian O., and Dimitrios Tsoubelis. "Ray-tracing." In Advanced Graphics on VGA and XGA Cards Using Borland C++, 321–34. London: Macmillan Education UK, 1992. http://dx.doi.org/10.1007/978-1-349-22336-7_16.

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Haeussler-Sinangin, Yesim, and Thomas Kohnen. "Ray Tracing." In Encyclopedia of Ophthalmology, 1–2. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-642-35951-4_443-3.

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Haeussler-Sinangin, Yesim, and Thomas Kohnen. "Ray Tracing." In Encyclopedia of Ophthalmology, 1494–95. Berlin, Heidelberg: Springer Berlin Heidelberg, 2018. http://dx.doi.org/10.1007/978-3-540-69000-9_443.

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Magnenat-Thalmann, Nadia, and Daniel Thalmann. "Ray-tracing." In Image Synthesis, 172–97. Tokyo: Springer Japan, 1987. http://dx.doi.org/10.1007/978-4-431-68060-4_10.

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Marschner, Steve, Peter Shirley, Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, et al. "Ray Tracing." In Fundamentals of Computer Graphics, 69–88. Fourth edition. | Boca Raton: CRC Press, Taylor & Francis Group, [2016]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315372198-4.

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Weik, Martin H. "ray tracing." In Computer Science and Communications Dictionary, 1417. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_15523.

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Marschner, Steve, and Peter Shirley. "Ray Tracing." In Fundamentals of Computer Graphics, 79–96. 5th ed. Boca Raton: A K Peters/CRC Press, 2021. http://dx.doi.org/10.1201/9781003050339-4.

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Haines, Eric, and Peter Shirley. "Ray Tracing Terminology." In Ray Tracing Gems, 7–14. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_1.

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Antwerpen, Dietger van, Daniel Seibert, and Alexander Keller. "A Simple Load-Balancing Scheme with High Scaling Efficiency." In Ray Tracing Gems, 127–33. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_10.

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Wächter, Carsten, and Matthias Raab. "Automatic Handling of Materials in Nested Volumes." In Ray Tracing Gems, 139–47. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_11.

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Conference papers on the topic "Ray tracing"

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Schwietzer, Dino. "Ray tracing." In the twenty-first SIGCSE technical symposium. New York, New York, USA: ACM Press, 1990. http://dx.doi.org/10.1145/323410.323439.

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Shirley, Peter. "Ray tracing." In ACM SIGGRAPH 2005 Courses. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1198555.1198741.

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Zvonarek, Kevin. "Coherent Ray-tracing for BREAD." In Coherent Ray-tracing for BREAD. US DOE, 2021. http://dx.doi.org/10.2172/1835864.

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Hunt, Warren, and William R. Mark. "Ray-specialized acceleration structures for ray tracing." In 2008 IEEE Symposium on Interactive Ray Tracing (RT). IEEE, 2008. http://dx.doi.org/10.1109/rt.2008.4634613.

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Mansson, Erik, Jacob Munkberg, and Tomas Akenine-Moller. "Deep Coherent Ray Tracing." In 2007 IEEE Symposium on Interactive Ray Tracing. IEEE, 2007. http://dx.doi.org/10.1109/rt.2007.4342594.

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McClain, Stephen C., and Russell A. Chipman. "Birefringent Polarization Ray Tracing." In Optical Design for Photonics. Washington, D.C.: Optica Publishing Group, 1993. http://dx.doi.org/10.1364/odp.1993.wa.5.

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The fundamental tool used for design and analysis of optical systems is geometric ray tracing. In isotropic, homogeneous, non-optically active media the procedure is simple -- rays travel in straight lines except at interfaces, where reflection and refraction occur.
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Butler, Lee A., and Abe Stephens. "Bullet Ray Vision." In 2007 IEEE Symposium on Interactive Ray Tracing. IEEE, 2007. http://dx.doi.org/10.1109/rt.2007.4342605.

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Parker, Steven, William Martin, Peter-Pike J. Sloan, Peter Shirley, Brian Smits, and Charles Hansen. "Interactive ray tracing." In the 1999 symposium. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/300523.300537.

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Forkner, John F. "Energy Ray Tracing." In OE/LASE '89, edited by Robert E. Fischer and Richard C. Juergens. SPIE, 1989. http://dx.doi.org/10.1117/12.951405.

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Chipman, Russell A. "Polarization Ray Tracing." In OE LASE'87 and EO Imaging Symp (January 1987, Los Angeles), edited by Robert E. Fischer and Carmina Londono. SPIE, 1987. http://dx.doi.org/10.1117/12.940204.

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Reports on the topic "Ray tracing"

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Hunter, R., S. Ross, and Jing-Ru Cheng. A general-purpose multiplatform GPU-accelerated ray tracing API. Engineer Research and Development Center (U.S.), July 2023. http://dx.doi.org/10.21079/11681/47260.

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Real-time ray tracing is an important tool in computational research. Among other things, it is used to model sensors for autonomous vehicle simulation, efficiently simulate radiative energy propagation, and create effective data visualizations. However, raytracing libraries currently offered for GPU platforms have a high level of complexity to facilitate the detailed configuration needed by gaming engines and high-fidelity renderers. A researcher wishing to take advantage of the performance gains offered by the GPU for simple ray casting routines would need to learn how to use these ray tracing libraries. Additionally, they would have to adapt this code to each GPU platform they run on. Therefore, a C++ API has been developed that exposes simple ray casting endpoints that are implemented in GPU-specific code for several contemporary device platforms. This API currently supports the NVIDIA OptiX ray tracing library, Vulkan, AMD Radeon Rays, and even Intel Embree. Benchmarking tests using this API provide insight to help users determine the optimal backend library to select for their ray tracing needs. HPC research will be well-served by the ability to perform general purpose raytracing on the increasing amount of graphics and machine learning nodes offered by the DoD High Performance Computing Modernization Program.
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Ryan, J. BEAM LINE RAY TRACING. Office of Scientific and Technical Information (OSTI), April 1985. http://dx.doi.org/10.2172/1151132.

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Klimes, L. Complete ray tracing Fortran77 routines. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 1990. http://dx.doi.org/10.4095/130830.

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Garland, Michael J. Portable Parallel Ray Tracing Algorithms. Fort Belvoir, VA: Defense Technical Information Center, May 1993. http://dx.doi.org/10.21236/ada268984.

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Yukon, Stanford P. Analytic Ray Tracing Using Ermakov Invariants. Fort Belvoir, VA: Defense Technical Information Center, November 1989. http://dx.doi.org/10.21236/ada226219.

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Everett, N. Analytical Meridional, Non-Paraxial Ray Tracing. Office of Scientific and Technical Information (OSTI), December 2023. http://dx.doi.org/10.2172/2279044.

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Grady, Michael. A Gallery of Ray Tracing for Geometers. Washington, DC: The MAA Mathematical Sciences Digital Library, October 2009. http://dx.doi.org/10.4169/loci003350.

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Murison, Marc A. Geometric Ray Tracing of a Paraxial Lens. Fort Belvoir, VA: Defense Technical Information Center, January 2004. http://dx.doi.org/10.21236/ada428762.

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Guo, Weiming. Reasonable Beam Deviation Envelope for Ray-tracing. Office of Scientific and Technical Information (OSTI), April 2018. http://dx.doi.org/10.2172/1504391.

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Meot, Francois. The ray-tracing code Zgoubi - latest developments. Office of Scientific and Technical Information (OSTI), April 2019. http://dx.doi.org/10.2172/1507105.

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