Academic literature on the topic 'Real-time ray tracing'
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Journal articles on the topic "Real-time ray tracing"
Deng, Yangdong, Yufei Ni, Zonghui Li, Shuai Mu, and Wenjun Zhang. "Toward Real-Time Ray Tracing." ACM Computing Surveys 50, no. 4 (November 8, 2017): 1–41. http://dx.doi.org/10.1145/3104067.
Full textYoon, Hyung-Min, Byoung-Ok Lee, Cheol-Ho Cheong, Jin-Suk Hur, Sang-Gon Kim, Woo-Nam Chung, Yong-Ho Lee, and Woo-Chan Park. "Real-time Ray-tracing Chip Architecture." IEIE Transactions on Smart Processing and Computing 4, no. 2 (April 30, 2015): 65–70. http://dx.doi.org/10.5573/ieiespc.2015.4.2.065.
Full textPark, Jeong-soo, Woo-chan Park, Jae-Ho Nah, and Tack-don Han. "Node pre-fetching architecture for real-time ray tracing." IEICE Electronics Express 10, no. 14 (2013): 20130468. http://dx.doi.org/10.1587/elex.10.20130468.
Full textWeier, Martin, Thorsten Roth, Ernst Kruijff, André Hinkenjann, Arsène Pérard-Gayot, Philipp Slusallek, and Yongmin Li. "Foveated Real-Time Ray Tracing for Head-Mounted Displays." Computer Graphics Forum 35, no. 7 (October 2016): 289–98. http://dx.doi.org/10.1111/cgf.13026.
Full textHeinrich, H., P. Ziegenhein, C. P. Kamerling, H. Froening, and U. Oelfke. "GPU-accelerated ray-tracing for real-time treatment planning." Journal of Physics: Conference Series 489 (March 24, 2014): 012050. http://dx.doi.org/10.1088/1742-6596/489/1/012050.
Full textCasalino, Giuseppe, Andrea Caiti, Alessio Turetta, and Enrico Simetti. "RT2: real-time ray-tracing for underwater range evaluation." Intelligent Service Robotics 4, no. 4 (June 25, 2011): 259–70. http://dx.doi.org/10.1007/s11370-011-0093-8.
Full textZeng, Zheng, Shiqiu Liu, Jinglei Yang, Lu Wang, and Ling‐Qi Yan. "Temporally Reliable Motion Vectors for Real‐time Ray Tracing." Computer Graphics Forum 40, no. 2 (May 2021): 79–90. http://dx.doi.org/10.1111/cgf.142616.
Full textSchmittler, Jörg, Alexander Leidinger, and Philipp Slusallek. "A virtual memory architecture for real-time ray tracing hardware." Computers & Graphics 27, no. 5 (October 2003): 693–99. http://dx.doi.org/10.1016/s0097-8493(03)00142-0.
Full textSpjut, J., A. Kensler, D. Kopta, and E. Brunvand. "TRaX: A Multicore Hardware Architecture for Real-Time Ray Tracing." IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems 28, no. 12 (December 2009): 1802–15. http://dx.doi.org/10.1109/tcad.2009.2028981.
Full textSingh, J. M., and P. J. Narayanan. "Real-Time Ray Tracing of Implicit Surfaces on the GPU." IEEE Transactions on Visualization and Computer Graphics 16, no. 2 (March 2010): 261–72. http://dx.doi.org/10.1109/tvcg.2009.41.
Full textDissertations / Theses on the topic "Real-time ray tracing"
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.
Full textPerales, Remigio. "Parallel ray tracing for real time animation." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/36961.
Full textEnfeldt, 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.
Andersson, 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 textWrigley, Adrian Martin Thomas. "Real-time ray tracing on a novel HDTV framestore." Thesis, University of Cambridge, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.318420.
Full textErik, Liljeqvist. "Evaluating a CPU/GPU Implementation for Real-Time Ray Tracing." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35768.
Full textNorgren, David. "Implementing and Evaluating CPU/GPU Real-Time Ray Tracing Solutions." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-32076.
Full textPoulsen, Henrik. "Potential of GPU Based Hybrid Ray Tracing For Real-Time Games." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3488.
Full textUrra, Rodrigo A. "Scalable ray tracing with multiple GPGPUs /." Online version of thesis, 2009. http://hdl.handle.net/1850/8705.
Full textSäll, Martin, and Fredrik Cronqvist. "Real-time generation of kd-trees for ray tracing using DirectX 11." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15321.
Full textBooks on the topic "Real-time ray tracing"
Haines, Eric. Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs. Berkeley, CA: Springer Nature, 2019.
Find full textHaines, Eric, and Tomas Akenine-Möller. Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs. Apress, 2019.
Find full textBook chapters on the topic "Real-time ray tracing"
Smal, Niklas, and Maksim Aizenshtein. "Real-Time Global Illumination with Photon Mapping." In Ray Tracing Gems, 409–36. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_24.
Full textBarré-Brisebois, Colin, Henrik Halén, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak, and Johan Andersson. "Hybrid Rendering for Real-Time Ray Tracing." In Ray Tracing Gems, 437–73. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_25.
Full textYang, Xueqing, and Yaobin Ouyang. "Real-Time Ray Traced Caustics." In Ray Tracing Gems II, 469–97. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8_30.
Full textBoksansky, Jakub, Michael Wimmer, and Jiri Bittner. "Ray Traced Shadows: Maintaining Real-Time Frame Rates." In Ray Tracing Gems, 159–82. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_13.
Full textHirvonen, Antti, Atte Seppälä, Maksim Aizenshtein, and Niklas Smal. "Accurate Real-Time Specular Reflections with Radiance Caching." In Ray Tracing Gems, 571–607. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_32.
Full textda Silva, Vinícius, Tiago Novello, Hélio Lopes, and Luiz Velho. "Real-Time Rendering of Complex Fractals." In Ray Tracing Gems II, 529–44. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8_33.
Full text“Tanki” Zhang, Tianyi. "Handling Translucency with Real-Time Ray Tracing." In Ray Tracing Gems II, 127–38. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8_11.
Full textAkenine-Möller, Tomas, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, and Tero Karras. "Texture Level of Detail Strategies for Real-Time Ray Tracing." In Ray Tracing Gems, 321–45. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_20.
Full textLiu, Edward, Ignacio Llamas, Juan Cañada, and Patrick Kelly. "Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising." In Ray Tracing Gems, 289–319. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_19.
Full textShih, Min, Yung-Feng Chiu, Ying-Chieh Chen, and Chun-Fa Chang. "Real-Time Ray Tracing with CUDA." In Algorithms and Architectures for Parallel Processing, 327–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03095-6_32.
Full textConference papers on the topic "Real-time ray tracing"
Overbeck, Ryan, Ravi Ramamoorthi, and William R. Mark. "Large ray packets for real-time Whitted ray tracing." In 2008 IEEE Symposium on Interactive Ray Tracing (RT). IEEE, 2008. http://dx.doi.org/10.1109/rt.2008.4634619.
Full textSlusallek, Philipp, Peter Shirley, William Mark, Gordon Stoll, and Ingo Wald. "Introduction to real-time ray tracing." In ACM SIGGRAPH 2005 Courses. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1198555.1198740.
Full textMcGuire, Morgan, Peter Shirley, and Chris Wyman. "Introduction to real-time ray tracing." In SIGGRAPH '19: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3305366.3328047.
Full textBikker, Jacco. "Real-time Ray Tracing through the Eyes of a Game Developer." In 2007 IEEE Symposium on Interactive Ray Tracing. IEEE, 2007. http://dx.doi.org/10.1109/rt.2007.4342583.
Full textBikker, Jacco. "Real-time Ray Tracing through the Eyes of a Game Developer." In 2007 IEEE Symposium on Interactive Ray Tracing. IEEE, 2007. http://dx.doi.org/10.1109/rt.2007.4342584.
Full textEs, Alphan, and Veysi Isler. "GPU based real time stereoscopic ray tracing." In 2007 22nd international symposium on computer and information sciences. IEEE, 2007. http://dx.doi.org/10.1109/iscis.2007.4456867.
Full textSilvestre, Andre, Joao Pereira, and Vasco Costa. "A Real-Time Terrain Ray-Tracing Engine." In 2018 International Conference on Graphics and Interaction (ICGI). IEEE, 2018. http://dx.doi.org/10.1109/itcgi.2018.8602735.
Full textSantos, Artur Lira Dos, Diego Lemos, Jorge Eduardo Falcao Lindoso, and Veronica Teichrieb. "Real Time Ray Tracing for Augmented Reality." In 2012 14th Symposium on Virtual and Augmented Reality (SVR). IEEE, 2012. http://dx.doi.org/10.1109/svr.2012.8.
Full textViitanen, Timo, Matias Koskela, Kalle Immonen, Markku Mäkitalo, Pekka Jääskeläinen, and Jarmo Takala. "Sparse Sampling for Real-time Ray Tracing." In International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006655802950302.
Full textGui, JiangHeng, and Min Li. "Real time ray tracing based on shader." In Ninth International Conference on Digital Image Processing (ICDIP 2017), edited by Charles M. Falco and Xudong Jiang. SPIE, 2017. http://dx.doi.org/10.1117/12.2281945.
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