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Symposium on Interactive Ray Tracing

Aug. 9 2008 to Aug. 10 2008

Los Angeles, CA USA

ISBN: 978-1-4244-2741-3

Table of Contents

Ray-specialized acceleration structures for ray tracingFull-text access may be available. Sign in or learn about subscription options.
Adaptive acceleration structures in perspective spaceFull-text access may be available. Sign in or learn about subscription options.
Raytracing prefiltered occlusion for aggregate geometryFull-text access may be available. Sign in or learn about subscription options.
Row tracing using hierarchical occlusion mapsFull-text access may be available. Sign in or learn about subscription options.
Multi bounding volume hierarchiesFull-text access may be available. Sign in or learn about subscription options.
Large ray packets for real-time Whitted ray tracingFull-text access may be available. Sign in or learn about subscription options.
Getting rid of packets - Efficient SIMD single-ray traversal using multi-branching BVHs -Full-text access may be available. Sign in or learn about subscription options.
Coherent ray tracing via stream filteringFull-text access may be available. Sign in or learn about subscription options.
Improving Kd-tree quality at a reasonable construction costFull-text access may be available. Sign in or learn about subscription options.
Tree rotations for improving bounding volume hierarchiesFull-text access may be available. Sign in or learn about subscription options.
Corrections to the surface area metric with respect to mail-boxingFull-text access may be available. Sign in or learn about subscription options.
Fast agglomerative clustering for renderingFull-text access may be available. Sign in or learn about subscription options.
Interactive volumetric shadows in participating media with single-scatteringFull-text access may be available. Sign in or learn about subscription options.
Simulation of fluorescent concentratorsFull-text access may be available. Sign in or learn about subscription options.
A lighting model for fast rendering of forest ecosystemsFull-text access may be available. Sign in or learn about subscription options.
RTfact: Generic concepts for flexible and high performance ray tracingFull-text access may be available. Sign in or learn about subscription options.
Efficient clustered BVH update algorithm for highly-dynamic modelsFull-text access may be available. Sign in or learn about subscription options.
Adaptive ray packet reorderingFull-text access may be available. Sign in or learn about subscription options.
Interactive particle tracing in dynamic scenes consisting of NURBS surfacesFull-text access may be available. Sign in or learn about subscription options.
Interactive SIMD ray tracing for large deformable tetrahedral meshesFull-text access may be available. Sign in or learn about subscription options.
The edge volume heuristic - robust triangle subdivision for improved BVH performanceFull-text access may be available. Sign in or learn about subscription options.
Ray tracing with the BSP treeFull-text access may be available. Sign in or learn about subscription options.
Accelerated building and ray tracing of restricted BSP treesFull-text access may be available. Sign in or learn about subscription options.
Augenblick: A user-friendly and extensible realtime ray tracing architectureFull-text access may be available. Sign in or learn about subscription options.
A straightforward CUDA implementation for interactive ray-tracingFull-text access may be available. Sign in or learn about subscription options.
Ray tracing NPR-style feature linesFull-text access may be available. Sign in or learn about subscription options.
Ray tracing on an architecture built from reusable IP componentsFull-text access may be available. Sign in or learn about subscription options.
Ray traversal of octree point clouds on the GPUFull-text access may be available. Sign in or learn about subscription options.
Comparing incoherent ray performance of TRaX vs. MantaFull-text access may be available. Sign in or learn about subscription options.
Accelerating ray tracing using constrained tetrahedralizationsFull-text access may be available. Sign in or learn about subscription options.
High-speed volume ray casting with CUDAFull-text access may be available. Sign in or learn about subscription options.
A split node cache scheme for fast ray tracingFull-text access may be available. Sign in or learn about subscription options.
Run-time code generation for materialsFull-text access may be available. Sign in or learn about subscription options.
A proposal for terminology related to ray tracingFull-text access may be available. Sign in or learn about subscription options.
kd-Tree traversal techniquesFull-text access may be available. Sign in or learn about subscription options.
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