Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Lousada, Pedro | |
dc.contributor.author | Costa, Vasco | |
dc.contributor.author | Pereira, João M. | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2017-08-31T11:09:50Z | |
dc.date.available | 2017-08-31T11:09:50Z | |
dc.date.issued | 2017 | |
dc.identifier.citation | Journal of WSCG. 2017, vol. 25, no. 1, p. 49-57. | en |
dc.identifier.issn | 1213-6972 (print) | |
dc.identifier.issn | 1213-6980 (CD-ROM) | |
dc.identifier.issn | 1213-6964 (on-line) | |
dc.identifier.uri | wscg.zcu.cz/WSCG2017/!_2017_Journal_WSCG-No-1.pdf | |
dc.identifier.uri | http://hdl.handle.net/11025/26279 | |
dc.format | 9 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | Journal of WSCG | en |
dc.rights | © Václav Skala - UNION Agency | cs |
dc.subject | sledování paprsku | cs |
dc.subject | hierarchie ohraničujících objemů | cs |
dc.subject | paralelizace | cs |
dc.subject | GPU | cs |
dc.subject | kvantování | cs |
dc.subject | paměť | cs |
dc.title | Bandwidth and memory efficiency in real-time ray tracing | en |
dc.type | článek | cs |
dc.type | article | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.description.abstract-translated | Real time ray tracing has been given a lot of attention in recent years in the academic and research community. Several novel algorithms have appeared that parallelize different aspects of the ray tracing algorithm through the use of a GPU. Among these, the creation of Bounding Volume Hierarchies (BVHs). We believe that recent approaches have failed to consider the performance impact of memory accesses in GPU and how their cost affects the overall performance of the application. In this work we show that by reducing memory bandwidth and footprint we are able to achieve significant improvements in BVH traversal times. We do this by compressing the BVH and the triangle mesh in a parallel manner after its creation, in each frame, and then decompressing it as needed while traversing the BVH. | en |
dc.subject.translated | ray tracing | en |
dc.subject.translated | bounding volume hierarchy | en |
dc.subject.translated | parallelization | en |
dc.subject.translated | GPU | en |
dc.subject.translated | quantization | en |
dc.subject.translated | memory | en |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | Volume 25, Number 1 (2017) |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Lousada.pdf | Plný text | 1,74 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/26279
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