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.
Full textYun, Garam. "Polarization Ray Tracing." Diss., The University of Arizona, 2011. http://hdl.handle.net/10150/202979.
Full textHuss, 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.
Full textSpjut, Josef Bo. "Efficient ray tracing architectures." Thesis, The University of Utah, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3727095.
Full textThis 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.
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.
Full textKukla, 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.
Full textWatson, Andre James. "Diffraction gratings in ray tracing." Diss., [La Jolla] : University of California, San Diego, 2009. http://wwwlib.umi.com/cr/ucsd/fullcit?p1464665.
Full textTitle from first page of PDF file (viewed July 7, 2009). Available via ProQuest Digital Dissertations. Includes bibliographical references (p. 66-67).
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.
Full textPolášek, 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.
Full textSennersten, 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.
Full textKroeze, Jan Cornelis Willem. "Tracing rays the past, present and future of ray tracing performance / Jan Cornelis Willem Kroeze." Thesis, North-West University, 2010. http://hdl.handle.net/10394/8525.
Full textThesis (M.Sc. (Computer Science) North-West University, Vaal Triangle Campus, 2011
Löw, Joakim. "Ray Tracing Bézier Surfaces on GPU." Thesis, Linköping University, Department of Mathematics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-5476.
Full textIn this report, we show how to implement direct ray tracing of B´ezier surfaces on graphics processing units (GPUs), in particular bicubic rectangular Bézier surfaces and nonparametric cubic Bézier triangles. We use Newton’s method for the rectangular case and show how to use this method to find the ray-surface intersection. For Newton’s method to work we must build a spatial partitioning hierarchy around each surface patch, and in general, hierarchies are essential to speed up the process of ray tracing. We have chosen to use bounding box hierarchies and show how to implement stackless traversal of such a structure on a GPU. For the nonparametric triangular case, we show how to find the wanted intersection by simply solving a cubic polynomial. Because of the limited precision of current GPUs, we also propose a numerical approach to solve the problem, using a one-dimensional Newton search.
Hilbert, Stefan Johannes. "Ray-Tracing through the Millennium Simulation." Diss., lmu, 2008. http://nbn-resolving.de/urn:nbn:de:bvb:19-85684.
Full textKimura, Ryota, and Ryota Kimura. "Accelerated Ray Tracing for Headlamp Simulation." Thesis, The University of Arizona, 2017. http://hdl.handle.net/10150/626712.
Full textBezerianos, Anastasia. "Using projection to accelerate Ray Tracing." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ62959.pdf.
Full textMcCanna, Anju Sharma. "Ray tracing for constructive solid modeling /." Online version of thesis, 1990. http://hdl.handle.net/1850/10579.
Full textAbdelsabor, Sohier Goma. "Ray tracing for computer synthesized images." Virtual Press, 1988. http://liblink.bsu.edu/uhtbin/catkey/539621.
Full textDepartment of Computer Science
Lebovitz, Marc A. (Marc Adam) 1975. "A prediction model for ray tracing." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/80095.
Full textIncludes bibliographical references (leaf 86).
by Marc A. Lebovitz.
M.Eng.
Hebert, Marie-Pierre. "A multiprocessor architecture for ray tracing." Thesis, University of Sussex, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.302731.
Full textSlovák, Radek. "Distributed Ray Tracing v rozumném čase." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237023.
Full textKällén, Christoffer. "Acoustic Ray tracing in urban environments." Thesis, KTH, MWL Marcus Wallenberg Laboratoriet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211160.
Full textDenna rapport beskriver utvecklingen av ett program skrivet i MATLAB för strålgångsberäkningar med hjälp av Smit’s algoritm. Det färdiga programmet bygger upp ett tredimensionellt landskap med vektoriserade fastighetskartor och punktmoln från laserskannade markområden som indata för beräkning av reflektioner mot mark och byggnader. För att uppnå så korta körtider som möjligt är målsättningen att utnyttja alla tillgängliga kärnor i datorns CPU med hjälp av MATLAB Parallel Computing Toolbox. Programmet beräknar även bidrag till ljudtrycksnivån genom diffraktion runt byggnader med hjälp av en modifierad version av en tillgänglig empirisk modell för diffraktion.
Urra, Rodrigo A. "Scalable ray tracing with multiple GPGPUs /." Online version of thesis, 2009. http://hdl.handle.net/1850/8705.
Full textSpackman, John Neil. "Scene decompositions for accelerated ray tracing." Thesis, University of Bath, 1989. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.329580.
Full textEcoublet, Philippe. "Bent-ray travel-time tomography and migration without ray tracing." Thesis, University of Cambridge, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.263006.
Full textUllmann, Thomas. "Vertex tracing - interaktives ray tracing durch adaptiv progressives Refinement im Objektraum." [S.l. : s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=974936189.
Full textEs, S. Alphan. "Accelerated Ray Tracing Using Programmable Graphics Pipelines." Phd thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609307/index.pdf.
Full textBailey, Henry Albert. "Ray tracing techniques for indirect refracted illumination." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ37789.pdf.
Full textWang, Xiaomei. "Efficient ray tracing of many light sources." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/mq43409.pdf.
Full textDreux, M. de A. "A hybrid scan-line/ray-tracing algorithm." Thesis, Brunel University, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.233395.
Full textSANTOS, PAULO IVSON NETTO. "RAY TRACING DYNAMIC SCENES ON THE GPU." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2009. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=31443@1.
Full textO objetivo deste trabalho é desenvolver uma solução completa para o traçado de raios de cenas dinâmicas utilizando a GPU. Para que este algoritmo atinja desempenho interativo, é necessário utilizar uma estrutura espacial para reduzir os testes de interseção entre raios e triângulos da cena. Observa-se que, quando há movimento na cena, é necessário atualizar esta estrutura de aceleração, seja alterando-a parcialmente ou reconstruindo-a inteiramente. Adotamos a segunda estratégia por ser capaz de tratar o caso geral de movimento não-estruturado. Como a construção da estrutura deve ser feita da forma mais eficiente possível, escolhemos utilizar uma Grade Uniforme como foco de nossa pesquisa. Suas vantagens incluem um algoritmo de construção simples e um percurso de raios eficiente. Para explorar o poder de processamento em paralelo de uma GPU, é necessário manter os dados da cena e da estrutura de aceleração dentro da placa gráfica, evitando transferências custosas de memória entre a GPU e a CPU. Propomos neste trabalho uma técnica para construir uma grade uniforme inteiramente na GPU. Usando nosso método, é possível reconstruir toda a estrutura em poucos milissegundos, enquanto mantém-se a alta qualidade da grade obtida. Além disso, propomos uma implementaçoes do algoritmo de traçado de raios de forma a aproveitar o processamento em paralelo da GPU. Nosso procedimento é implementado inteiramente dentro da placa gráfica, onde há acesso direto para os dados dos triângulos da cena, bem como as informações da grade uniforme construída. Utilizando a solução proposta, somos capazes de obter taxas de visualização interativas mesmo para cenas com movimentos não-estruturados, incluindo texturas, sombras e até mesmo reflexões.
We present a technique for ray tracing dynamic scenes using the GPU. In order to achieve interactive rendering rates, it is necessary to use a spatial structure to reduce the number of ray-triangle intersections performed. Whenever there is movement in the scene, this structure is entirely rebuilt. This way, it is possible to handle general unstructured motion. For this purpose, we have developed an algorithm for reconstructing Uniform Grids entirely inside the graphics hardware. In addition, we present ray-traversal and shading algorithms fully implemented on the GPU, including textures, shadows and reections. Combining these techniques, we demonstrate interactive ray tracing performance for dynamic scenes, even with unstructured motion and advanced shading effects.
Perales, Remigio. "Parallel ray tracing for real time animation." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/36961.
Full textSantos, Eduardo Toledo. "Extensões ao algoritmo de 'RAY TRACING' parametrizado." Universidade de São Paulo, 1998. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-13022004-114755/.
Full textRay tracing is an image synthesis computer algorithm. Its main features are the high quality of the generated images (which incorporate shadows, reflections and transparency, among other effects) and, on the other hand, a high processing demand. Parameterized ray tracing is an algorithm based on ray tracing which allows the synthesis of images with the same quality but tens of times faster than ray tracing, although with some restrictions. These restrictions are the requirement of generating a data file (which takes a little longer than standard ray tracing to create) and the fact that no geometric modifications are allowed. On the other side, the processing time for creating new versions of the image with changes only on optical parameters (colors, light intensities, textures, reflections, transparencies, etc.) is extremely fast. This Ph.D. dissertation proposes extensions to the parameterized ray tracing algorithm for diminishing its restrictions. These extensions allow changing some geometric parameters like the light source positions, spotlight parameters and bump-mapping among others, keeping the processing performance of the original algorithm. The parallelization of the algorithm is also focused as well as other performance enhancements. The proposed extensions enlarge the field of application of the original algorithm, encouraging more general adoption.
Enfeldt, Viktor. "Real-Time Ray Tracing With Polarization Parameters." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19667.
Full textBakgrund. Realtidsrenderarna som används i videospel och liknande grafikapplikationer simulerar inte ljusets polarisering. Polariseringsinformation har tidigare implementerats i vissa stålföljningsbaserade (ray-traced) offline-renderare för att simulera polariseringsfilter och diverse optiska effekter. Eftersom strålföljning har blivit allt vanligare i realtidsrenderare så kan dessa polariseringstekniker potentiellt också användas för att simulera polarisering och dess optiska effekter i sådana program. Syfte. Syftet med denna rapport är att avgöra om en befintlig polariseringsteknik från offline-renderare, från en prestandasynpunkt, är lämplig att använda för att simulera polariseringsfilter i stålföljningsbaserade realtidsapplikationer, eller om ytterligare optimeringar och förenklingar behövs. Metod. DirectX RayTracing API:et har använts för att implementera tre stålföljningsbaserade realtidsrenderare: en polarisationsfri Baseline-version; en Polarization-version med en befintlig polariseringsteknik; och en optimerad Hybrid-version, som är en kombination av de andra två. Deras prestanda mättes och jämfördes med avseende på frametime och VRAM-användning i tre olika scener och med fem olika antal strålar per pixel. Resultat. Polarization-versionen är ca 30% långsammare än Baseline-versionen i de två mest komplexa scenerna, och Hybrid-versionen är ca 5–15% långsammare än Baseline-versionen i alla testade scener. Polarization-versionens VRAM-användningen var högre än Baseline-versions i testerna med högre strålantal, men endast med försumbara mängder. Slutsatser. Hybrid-versionen har potential att användas i realtidsapplikationer där höga bildhastigheter är viktiga, men inte absolut nödvändiga (exempelvis de vanligt förekommande fotolägena i videospel). Polarization-versionens implementation hade sämre prestanda, men även den skulle potentiellt kunna användas i sådana applikationer. På grund av mätprocessens begränsningar och testapplikationens omfattning så kunde inga slutsatser dras gällande implementeringarnas påverkan på VRAM-användning.
Lindau, Ludvig. "Hardware accelerated ray tracing of particle systems." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20231.
Full textSchaubach, Kurt Richard. "Microcellular radio channel prediction using ray tracing." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-09122009-040308/.
Full textJadi, Tjah. "Implementing ray tracing algorithm in parallel environment." PDXScholar, 1989. https://pdxscholar.library.pdx.edu/open_access_etds/3935.
Full textLam, Wai Sze Tiffany. "Anisotropic Ray Trace." Diss., The University of Arizona, 2015. http://hdl.handle.net/10150/556957.
Full textErnst, Manfred. "Ray tracing techniques for hybrid and photorealistic rendering /." Erlangen : Dept. Informatik, 2009. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=018644254&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.
Full textBaumann, Gisela. "Ray-tracing in non-radial envelopes of protostars." Zürich : Institute of Astronomy, Eidgenössische Technische Hochschule Zürich, 2006. http://e-collection.ethbib.ethz.ch/show?type=dipl&nr=264.
Full textHaggren, Simon. "Mikrovågssimulering med realtidsljus : Realtids-ray tracing i CUDA." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4391.
Full textAndersson, Filip Lars Roland. "Real-Time Ray Tracing on the Cell Processor." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95303.
Full textCoulthurst, David James. "Ray tracing methods fo hybrid global illumination algorithms." Thesis, University of Bristol, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.555616.
Full textNasedkin, Alexandr. "Tracing Molecular Conformations by X-ray Solution Scattering." Doctoral thesis, Uppsala universitet, Fysikalisk kemi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-230563.
Full textSamothrakis, Stavros Nikolaou. "Acceleration techniques in ray tracing for dynamic scenes." Thesis, University of Sussex, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241671.
Full textReinhard, Erik. "Scheduling and data management for parallel ray tracing." Thesis, University of Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.302169.
Full textGoh, Eng Lim. "Parallel architectures with fast ray-tracing image synthesis." Thesis, University of Cambridge, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.335748.
Full textGlazer, Brendon C. (Brendon Charles) 1975. "Interactive ray tracing of VRML scenes in Java." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80539.
Full textIncludes bibliographical references (leaves 69-70).
by Brendon C. Glazer.
S.B.and M.Eng.
Kurita, Hiroyuki 1958. "Interferometric aspheric surface testing using ray tracing code." Thesis, The University of Arizona, 1989. http://hdl.handle.net/10150/276944.
Full textFaria, Antonio Augusto Araujo. "Radio propagação indoor utilizando ray tracing força bruta." [s.n.], 1996. http://repositorio.unicamp.br/jspui/handle/REPOSIP/259673.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação
Made available in DSpace on 2018-07-22T10:45:59Z (GMT). No. of bitstreams: 1 Faria_AntonioAugustoAraujo_M.pdf: 5745129 bytes, checksum: 9f92969853a8b36b71f883f7524c5ce4 (MD5) Previous issue date: 1996
Resumo: Este trabalho utiliza um método ray-tracing para a predição de cobertura no interior de edifícios em um único andar. Algumas inovações foram acrescentadas a um modelo existente, como a abordagem estatística para o cálculo do excesso de perdas, e a inclusão de portas nos ambientes. Alguns resultados foram obtidos para diferentes situações, verificando a possibilidade da otimização do posicionamento do transmissor
Abstract: This work uses a ray tracing method for an indoor building coverage prediction applied to a single floor. Contributions are added to an existent model, like a statistical approach for the excess path loss calculation, and inclusion of doors. Some results are presented for different situations, showing the optimization possibility of the transmitter position
Mestrado
Mestre em Engenharia Elétrica
Santos, Eduardo Toledo. "Avaliação do algoritmo de "ray tracing" em multicomputadores." Universidade de São Paulo, 1994. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-31032004-123720/.
Full textComputer Graphics is headed today towards the synthesis of more realistic images, in less time. The algorithms used for realistic image synthesis demand high computer power, so that the synthesis of this kind of image, in short periods of time, requires the use of parallel computers. Nowadays, the technique that yields the most realistic images is ray tracing. On its turn, multicomputers are the most promising parallel architecture for reaching the performance needed in modern applications. This dissertation is on the problem of implementing the ray tracing algorithm on multicomputers. The parallelization of this technique on distributed memory parallel computers can take several forms, always involving a compromise between speed and memory. In this work, this problem is conceptualized and tools for evaluation of solutions that account for efficiency and redundancy, are introduced. It is also presented a new taxonomy that can be used for both the classification of parallel ray tracing proposals and for driving the search of new solutions to this problem. The performances of entries in each class of the taxonomy are qualitatively assessed. New alternatives for parallelizing the ray tracing algorithm on multicomputers, are suggested.