Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Kacerik, Martin | |
dc.contributor.author | Bittner, Jiří | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2023-10-18T16:02:10Z | |
dc.date.available | 2023-10-18T16:02:10Z | |
dc.date.issued | 2023 | |
dc.identifier.citation | WSCG 2023: full papers proceedings: 1. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 361-367. | en |
dc.identifier.isbn | 978-80-86943-32-9 | |
dc.identifier.issn | 2464–4617 (print) | |
dc.identifier.issn | 2464–4625 (CD/DVD) | |
dc.identifier.uri | http://hdl.handle.net/11025/54444 | |
dc.description.sponsorship | This research was supported by the Grant Agency of the Czech Technical University in Prague, grant No. SGS22/173/OHK3/3T/13 and the Research Center for Informatics No. CZ.02.1.01/0.0/0.0/16_019/0000765 | en |
dc.format | 7 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | en |
dc.rights | © Václav Skala - UNION Agency | en |
dc.subject | sledování paprsků v reálném čase | cs |
dc.subject | urychlovací struktury | cs |
dc.subject | ohraničující hierarchie svazků | cs |
dc.title | On Importance of Scene Structure for Hardware-Accelerated Ray Tracing | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.description.abstract-translated | Ray tracing is typically accelerated by organizing the scene geometry into an acceleration data structure. Hardware accelerated ray tracing, available through modern graphics APIs, exposes an interface to the acceleration structure (AS) builder that constructs it given the input scene geometry. However, this process is opaque, with limited knowledge and control over the internal algorithm. Additional control is available through the layout of the AS builder input data, the geometry of the scene structured in a user-defined way. In this work, we evaluate the impact of a different scene structuring on the run time performance of the ray-triangle intersections in the context of hardware-accelerated ray tracing. We discuss the possible causes of significantly different outcomes (up to 1.4 times) for the same scene and identify a potential to reduce the cost by automatic input structure optimization. | en |
dc.subject.translated | real-time ray tracing | en |
dc.subject.translated | acceleration structures | en |
dc.subject.translated | bounding volume hierarchies | en |
dc.identifier.doi | https://www.doi.org/10.24132/CSRN.3301.60 | |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | WSCG 2023: Full Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
G29-full.pdf | Plný text | 2,32 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/54444
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