Academic literature on the topic 'Ray-triangle intersection'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Ray-triangle intersection.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Ray-triangle intersection"

1

Möller, Tomas, and Ben Trumbore. "Fast, Minimum Storage Ray-Triangle Intersection." Journal of Graphics Tools 2, no. 1 (1997): 21–28. http://dx.doi.org/10.1080/10867651.1997.10487468.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Havel, J., and A. Herout. "Yet Faster Ray-Triangle Intersection (Using SSE4)." IEEE Transactions on Visualization and Computer Graphics 16, no. 3 (2010): 434–38. http://dx.doi.org/10.1109/tvcg.2009.73.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Löfstedt, Marta, and Tomas Akenine-Möller. "An Evaluation Framework for Ray-Triangle Intersection Algorithms." Journal of Graphics Tools 10, no. 2 (2005): 13–26. http://dx.doi.org/10.1080/2151237x.2005.10129195.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Komatsu, Kazuhiko, Yoshiyuki Kaeriyama, Kenichi Suzuki, Hiroyuki Takizawa, and Hiroaki Kobayashi. "A Fast Ray Frustum-Triangle Intersection Algorithm with Precomputation and Early Termination." IPSJ Online Transactions 1 (2008): 1–11. http://dx.doi.org/10.2197/ipsjtrans.1.1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Xu, Tao, Guoming Xu, Ergen Gao, Yingchun Li, Xianyi Jiang, and Kaiyun Luo. "Block modeling and segmentally iterative ray tracing in complex 3D media." GEOPHYSICS 71, no. 3 (2006): T41—T51. http://dx.doi.org/10.1190/1.2192948.

Full text
Abstract:
We propose using a set of blocks to approximate geologically complex media that cannot be well described by layered models. Interfaces between blocks are triangulated to prevent overlaps or gaps often produced by other techniques, such as B-splines, and to speed up the calculation of intersection points between a ray and block interfaces. We also use a smoothing algorithm to make the normal vector of each triangle continuous at the boundary, so that ray tracing can be performed with stability and accuracy. Based on Fermat’s principle, we perturb an initial raypath between two points, generally obtained by shooting, with a segmentally iterative ray-tracing (SIRT) method. Intersection points on a ray are updated in sequence, instead of simultaneously, because the number of new intersection points may be increased or decreased during the iteration process. To improve convergence speed, we update the intersection points by a first-order explicit formula instead of traditional iterative methods. Only transmitted and reflected waves are considered. Numerical tests demonstrate that the combination of block modeling and segmentally iterative ray tracing is effective in implementing kinematic two-point ray tracing in complex 3D media.
APA, Harvard, Vancouver, ISO, and other styles
6

Kordelas, Georgios, and Petros Daras. "Viewpoint independent object recognition in cluttered scenes exploiting ray-triangle intersection and SIFT algorithms." Pattern Recognition 43, no. 11 (2010): 3833–45. http://dx.doi.org/10.1016/j.patcog.2010.05.030.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Zhao, Hanli, Xiaogang Jin, Jianbing Shen, and Shufang Lu. "Fast and Reliable Mouse Picking Using Graphics Hardware." International Journal of Computer Games Technology 2009 (2009): 1–7. http://dx.doi.org/10.1155/2009/730894.

Full text
Abstract:
Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of 3D graphics applications. High performance for such operation is necessary in order to provide users with fast responses. This paper proposes a fast and reliable mouse picking algorithm using graphics hardware for 3D triangular scenes. Our approach uses a multi-layer rendering algorithm to perform the picking operation in linear time complexity. The objectspace based ray-triangle intersection test is implemented in a highly parallelized geometry shader. After applying the hardware-supported occlusion queries, only a small number of objects (or sub-objects) are rendered in subsequent layers, which accelerates the picking efficiency. Experimental results demonstrate the high performance of our novel approach. Due to its simplicity, our algorithm can be easily integrated into existing real-time rendering systems.
APA, Harvard, Vancouver, ISO, and other styles
8

Rossi, Alessandro, Marco Barbiero, Paolo Scremin, and Ruggero Carli. "Robust Visibility Surface Determination in Object Space via Plücker Coordinates." Journal of Imaging 7, no. 6 (2021): 96. http://dx.doi.org/10.3390/jimaging7060096.

Full text
Abstract:
Industrial 3D models are usually characterized by a large number of hidden faces and it is very important to simplify them. Visible-surface determination methods provide one of the most common solutions to the visibility problem. This study presents a robust technique to address the global visibility problem in object space that guarantees theoretical convergence to the optimal result. More specifically, we propose a strategy that, in a finite number of steps, determines if each face of the mesh is globally visible or not. The proposed method is based on the use of Plücker coordinates that allows it to provide an efficient way to determine the intersection between a ray and a triangle. This algorithm does not require pre-calculations such as estimating the normal at each face: this implies the resilience to normals orientation. We compared the performance of the proposed algorithm against a state-of-the-art technique. Results showed that our approach is more robust in terms of convergence to the maximum lossless compression.
APA, Harvard, Vancouver, ISO, and other styles
9

Qi, Jianbo, Tiangang Yin, Donghui Xie, and Jean-Philippe Gastellu-Etchegorry. "Hybrid Scene Structuring for Accelerating 3D Radiative Transfer Simulations." Remote Sensing 11, no. 22 (2019): 2637. http://dx.doi.org/10.3390/rs11222637.

Full text
Abstract:
Three-dimensional (3D) radiative transfer models are the most accurate remote sensing models. However, presently the application of 3D models to heterogeneous Earth scenes is a computationally intensive task. A common approach to reduce computation time is abstracting the landscape elements into simpler geometries (e.g., ellipsoid), which, however, may introduce biases. Here, a hybrid scene structuring approach is proposed to accelerate the radiative transfer simulations while keeping the scene as realistic as possible. In a first step, a 3D description of the Earth landscape with equal-sized voxels is optimized to keep only non-empty voxels (i.e., voxels that contain triangles) and managed using a bounding volume hierarchy (BVH). For any voxel that contains triangles, within-voxel BVHs are created to accelerate the ray–triangle intersection tests. The hybrid scheme is implemented in the Discrete Anisotropic Radiative Transfer (DART) model by integrating the Embree ray-tracing kernels developed at Intel. In this paper, the performance of the hybrid algorithm is compared with the original uniform grid approach implemented in DART for a 3D city scene and a forest scene. Results show that the removal of empty voxels can accelerate urban simulation by 1.4×~3.7×, and that the within-voxel BVH can accelerate forest simulations by up to 258.5×.
APA, Harvard, Vancouver, ISO, and other styles
10

MIYAZAKI, RYUJI, and KOICHI HARADA. "CREATING THE DISPLACEMENT MAPPED LOW-LEVEL MESH AND ITS APPLICATION FOR CG SOFTWARE." International Journal of Image and Graphics 10, no. 03 (2010): 467–80. http://dx.doi.org/10.1142/s021946781000386x.

Full text
Abstract:
In this paper, we propose a new method for creating the displacement map to restore the detailed geometry from the low-level base mesh. The displacement mapping actually changes the surface geometry with the displacement information. Recent CG software can treat the displacement mapping for increasing the accuracy of the surface. We convert the displacement map to the color image that is mapped to the low-level mesh in order to utilize the displacement map by existing CG software. Because displacement information is in image format, we can compress the displacement information by any image compression technique. The load for creating the three-dimensional scene is reduced by using such a low-level mesh which has the displacement information. We obtain the displacement information by finding the point on the input mesh corresponding to the point on the base mesh. The corresponding point is calculated by using the barycentric coordinate of the parameterized mesh. Because the mesh parameterization creates one-to-one mapping between the input mesh and the base mesh, we can avoid the problems that are caused by the traditional ray-triangle intersection method. For demonstration, we restore the detailed surface from our result by using the Blender 2.44.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Ray-triangle intersection"

1

Horák, František. "Rychlý výpočet průsečíku paprsku s trojúhelníkem." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236360.

Full text
Abstract:
This work contains a few basic terms of analytical geometry. We mention some of ray-triangle intersection computation algorithms and present some use-case examples. We discuss capabilities of CUDA, optimization techniques of this architecture and implementation with focus on given issues. Algorithms of ray-triangle intersection are tested and results are discussed.
APA, Harvard, Vancouver, ISO, and other styles
2

Havel, Jiří. "Rychlý výpočet průsečíku paprsku s trojúhelníkem." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235879.

Full text
Abstract:
Triangle is the mostly used primitive in computer graphics. Calculation of its intersection with a ray has many applications and is often a bottleneck of a program. This work focuses on its usage and various methods of calculation. It tries to combine these techniques to achieve high performance on modern processors.
APA, Harvard, Vancouver, ISO, and other styles
3

Straňák, Marek. "Raytracing na GPU." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237020.

Full text
Abstract:
Raytracing is a basic technique for displaying 3D objects. The goal of this thesis is to demonstrate the possibility of implementing raytracer using a programmable GPU. The algorithm and its modified version, implemented using "C for CUDA" language, are described. The raytracer is focused on displaying dynamic scenes. For this purpose the KD tree structure, bounding volume hierarchies and PBO transfer are used. To achieve realistic output, photon mapping was implemented.
APA, Harvard, Vancouver, ISO, and other styles
4

Slovák, Radek. "Distributed Ray Tracing v rozumném čase." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237023.

Full text
Abstract:
This thesis deals with the method of distributed ray tracing focusing on optimalization of this method. The method uses simulation of some attributes of light by distributing rays of lights and it produces high quality and partly realistic images. The price for realitic effects is the high computational complexity of the method. The thesis analysis the theory connected with these aspects. A large part describes optimalizations of this method, i.e. searching for the nearest triangle intersection using kd-trees, quasi random sampling with faster convergence, the use of SSE instruction set and fast ray - triangle intersection. These optimalizations brought a noticable speed - up. The thesis includes description of implementation of these techniques. The implementation itself emphasises the practical usability including generating some advanced animations and universal description of objects.
APA, Harvard, Vancouver, ISO, and other styles
5

Lee, Chuan-Yiu. "Hardware Architecture Design and Implementation of Ray-Triangle Intersection with Bounding Volume Hierarchies." 2007. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-1408200713115500.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Ray-triangle intersection"

1

Shumskiy, Vladimir. "GPU Ray Tracing – Comparative Study on Ray-Triangle Intersection Algorithms." In Transactions on Computational Science XIX. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39759-2_6.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Möller, Tomas, and Ben Trumbore. "Fast, Minimum Storage Ray-Triangle Intersection." In Graphics Tools---The jgt Editors' Choice. A K Peters/CRC Press, 2005. http://dx.doi.org/10.1201/b10628-23.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Voorhies, Douglas, and David Kirk. "RAY – TRIANGLE INTERSECTION USING BINARY RECURSIVE SUBDIVISION." In Graphics Gems II. Elsevier, 1991. http://dx.doi.org/10.1016/b978-0-08-050754-5.50055-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Ray-triangle intersection"

1

Möller, Tomas, and Ben Trumbore. "Fast, minimum storage ray/triangle intersection." In ACM SIGGRAPH 2005 Courses. ACM Press, 2005. http://dx.doi.org/10.1145/1198555.1198746.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Kensler, Andrew, and Peter Shirley. "Optimizing Ray-Triangle Intersection via Automated Search." In 2006 IEEE Symposium on Interactive Ray Tracing. IEEE, 2006. http://dx.doi.org/10.1109/rt.2006.280212.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Reshetov, Alexander. "Faster Ray Packets - Triangle Intersection through Vertex Culling." In 2007 IEEE Symposium on Interactive Ray Tracing. IEEE, 2007. http://dx.doi.org/10.1109/rt.2007.4342597.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Kordelas, Georgios, and Petros Daras. "Recognizing 3D Objects using Ray-Triangle Intersection Distances." In 2007 IEEE International Conference on Image Processing. IEEE, 2007. http://dx.doi.org/10.1109/icip.2007.4379549.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Sanchez-Herrera, Kervin, Francisco J. Torres-Rojas, and Eduardo A. Canessa-Montero. "Efficiency Evaluation for Triangle/Ray Intersection Algorithms on Hardware." In 2019 38th International Conference of the Chilean Computer Science Society (SCCC). IEEE, 2019. http://dx.doi.org/10.1109/sccc49216.2019.8966428.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Gao, Fengyu, and Hongyan Qian. "An efficient Ray-triangle intersection algorithm for tunnel models." In 2015 3rd International Conference on Computer, Communication, Control and Information Technology (C3IT). IEEE, 2015. http://dx.doi.org/10.1109/c3it.2015.7060163.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Chang, Chen-Haur, Chann-Yiu Lee, and Shao-Yi Chien. "A 2.88mm2 50M-intersections/s ray-triangle intersection unit for interactive ray tracing." In 2008 IEEE Asian Solid-State Circuits Conference (A-SSCC). IEEE, 2008. http://dx.doi.org/10.1109/asscc.2008.4708758.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Chen-Haur Chang, Chuan-Yiu Lee, and Shao-Yi Chien. "Hardware architecture design and implementation of ray-triangle intersection with bounding volume hierarchies." In 2008 IEEE Symposium on Interactive Ray Tracing (RT). IEEE, 2008. http://dx.doi.org/10.1109/rt.2008.4634642.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Yoon, Yong Min, and Wan Kyun Chung. "Extraction of the C2 transverse foramen with ray-triangle intersection algorithm for screw insertion planning algorithm of cervical spinal surgery." In 2013 10th International Conference on Ubiquitous Robots and Ambient Intelligence (URAI). IEEE, 2013. http://dx.doi.org/10.1109/urai.2013.6677392.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography