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A Shader-Based Ray Tracing Engine
| Content Provider | MDPI |
|---|---|
| Author | Park, Sukjun Baek, Nakhoon |
| Copyright Year | 2021 |
| Description | Recently, ray tracing techniques have been highly adopted to produce high quality images and animations. In this paper, we present our design and implementation of a real-time ray-traced rendering engine. We achieved real-time capability for triangle primitives, based on the ray tracing techniques on GPGPU (general-purpose graphics processing unit) compute shaders. To accelerate the ray tracing engine, we used a set of acceleration techniques, including bounding volume hierarchy, its roped representation, joint up-sampling, and bilateral filtering. Our current implementation shows remarkable speed-ups, with acceptable error values. Experimental results shows 2.5–13.6 times acceleration, and less than 3% error values for the 95% confidence range. Our next step will be enhancing bilateral filter behaviors. |
| Starting Page | 3264 |
| e-ISSN | 20763417 |
| DOI | 10.3390/app11073264 |
| Journal | Applied Sciences |
| Issue Number | 7 |
| Volume Number | 11 |
| Language | English |
| Publisher | MDPI |
| Publisher Date | 2021-04-06 |
| Access Restriction | Open |
| Subject Keyword | Applied Sciences Artificial Intelligence Ray Tracing Acceleration Bilateral Up-sampling |
| Content Type | Text |
| Resource Type | Article |