Academic literature on the topic 'Raytracing'

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Journal articles on the topic "Raytracing"

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Shekhar, Sumit Shekhar, Max Reimann, Jobin Idiculla Wattaseril, Amir Semmo, Jürgen Döllner, and Matthias Trapp. "ALIVE: Adaptive-Chromaticity for Interactive Low-light Image and Video Enhancement." Journal of WSCG 31, no. 1-2 (2023): 11–24. http://dx.doi.org/10.24132/jwscg.2023.2.

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Ray tracing remains of interest to Computer Graphics community with its elegant framing of how light interacts with objects, being able to easily support multiple light sources, and simple framework of merging synthetic and real cameras. Recent trends to provide implementations at the chip-level means raytracing’s constant quest of realism would propel its usage in real-time applications. AR/VR, Animations, 3DGames Industry, 3D-large scale simulations, and future social computing platforms are just a few examples of possible major impact. Raytracing is also appealing to HCI community because raytracing extends well along the 3D-space and time, seamlessly blending both synthetic and real cameras at multiple scales to support storytelling. This presentation will include a few milestones from my work such as the Slicing Extent technique and Directed Safe Zones. Our recent applications of applying machine learning techniques creating novel synthetic views, which could also provide a future doorway to handle dynamic scenes with more compute power as needed, will also be presented. It is once again renaissance for ray tracing which for last 50+ years has remained the most elegant technique for modeling light phenomena in virtual worlds at whatever scale compute power could support.
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Lafond, Claude F., and Alan R. Levander. "Fast and accurate dynamic raytracing in heterogeneous media." Bulletin of the Seismological Society of America 80, no. 5 (1990): 1284–96. http://dx.doi.org/10.1785/bssa0800051284.

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Abstract We have developed a fast and accurate dynamic raytracing method for 2.5-D heterogeneous media based on the kinematic algorithm proposed by Langan et al. (1985). This algorithm divides the model into cells of constant slowness gradient, and the positions, directions, and travel times of the rays are expressed as polynomials of the travel path length, accurate to the second other in the gradient. This method is efficient because of the use of simple polynomials at each raytracing step. We derived similar polynomial expressions for the dynamic raytracing quantities by integrating the raytracing system and expanding the solutions to the second order in the gradient. This new algorithm efficiently computes the geometrical spreading, amplitude, and wavefront curvature on individual rays. The two-point raytracing problem is solved by the shooting method using the geometrical spreading. Paraxial corrections based on the wavefront curvature improve the accuracy of the travel time and amplitude at a given receiver. The computational results for two simple velocity models are compared with those obtained with the SEIS83 seismic modeling package (Cerveny and Psencik, 1984); this new method is accurate for both travel times and amplitudes while being significantly faster. We present a complex velocity model that shows that the algorithm allows for realistic models and easily computes rays in structures that pose difficulties for conventional methods. The method can be extended to raytracing in 3-D heterogeneous media and can be used as a support for a Gaussian beam algorithm. It is also suitable for computing the Green's function and imaging condition needed for prestack depth migration.
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Mochizuki, E. "Raytracing on an ellipsoid." Bulletin of the Seismological Society of America 79, no. 3 (1989): 917–20. http://dx.doi.org/10.1785/bssa0790030917.

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Schütze, D. "Generalized Raytracing and Applications." Optica Acta: International Journal of Optics 32, no. 11 (1985): 1385–96. http://dx.doi.org/10.1080/713821664.

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Garrity, Michael P. "Raytracing irregular volume data." ACM SIGGRAPH Computer Graphics 24, no. 5 (1990): 35–40. http://dx.doi.org/10.1145/99308.99316.

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Henneberg, Justus, and Felix Schuhknecht. "RTIndeX: Exploiting Hardware-Accelerated GPU Raytracing for Database Indexing." Proceedings of the VLDB Endowment 16, no. 13 (2023): 4268–81. http://dx.doi.org/10.14778/3625054.3625063.

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Data management on GPUs has become increasingly relevant due to a tremendous rise in processing power and available GPU memory. Similar to main-memory systems, there is a need for performant GPU-resident index structures to speed up query processing. Unfortunately, mapping indexes efficiently to the highly parallel and hard-to-program hardware is challenging and often fails to yield the desired performance and flexibility. Instead of proposing yet another hand-tailored index, we investigate whether we can exploit an indexing mechanism that is already built into modern GPUs: The raytracing hardware accelerator provided by NVIDIA RTX GPUs. To do so, we re-phrase the database indexing problem as a raytracing problem, where we express the dataset to be indexed as objects in a 3D scene, and point/range lookups as rays across the scene. In this combination, coined RX in the following, lookups are performed as intersection tests in hardware by dedicated raytracing cores. To analyze the pros, cons, and usefulness of the raytracing pipeline for database indexing, we carefully evaluate RX along fourteen dimensions and demonstrate its competitiveness and potential in a large variety of situations.
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Huan-Lan, Zhang, and Wang Bao-Li. "Multi-Scale Pseudo-Bending Raytracing for Arbitrary Complex Media." Journal of Environmental and Engineering Geophysics 26, no. 3 (2021): 239–48. http://dx.doi.org/10.32389/jeeg19-007.

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Raytracing is a fast and effective numerical simulation method of the seismic wavefield. It plays an important role in field data acquisition design, wavefield analysis, identification, and tomography. In raytracing, pseudo-bending (PB) is a fast and efficient method, but it is unsuitable for complex media with sudden velocity changes. An improved pseudo-bending raytracing method is presented in this paper, which can be applied to any complex medium. The proposed method first decomposes complex medium into multi-scale velocity components and then applies the pseudo-bending approach to the velocity components of different scales. The numerical simulation of seismic wavefield from models shows that the improved multi-scale pseudo-bending (MSPB) method can be applied to a medium with continuous velocity variation and any complex medium with abrupt velocity change.
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Sato, Rion, and Michael Cohen. "Raytracing Render Switcher with Embree." SHS Web of Conferences 102 (2021): 04015. http://dx.doi.org/10.1051/shsconf/202110204015.

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We introduce a way of implementing physically-based renderers that can switch rendering methods with a raytracing library. Various physically-based rendering (PBR) methods can generate beautiful images that are close to human view of real world. However, comparison between corresponding pairs of pixels of image pairs generated by different rendering methods is necessary to verify whether the implementation correctly obeys mathematical models of PBR. For comparison, result images must be same scene, same resolution, from same camera angle. We explain fundamental theory of PBR first, and present overview of a library for PBR, Embree, developed by Intel, as a way of rendering-switchable implementation. Finally, we demonstrate computing result images by a renderer we developed. The renderer can switch rendering methods and be extended for other method implementations.
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Pliefke, Sebastian, Max Germer, Andreas Höfer, and Achim Groner. "Validierung eines Raytracing-basierten Radarsensormodells." ATZelektronik 16, no. 6 (2021): 42–45. http://dx.doi.org/10.1007/s35658-021-0629-4.

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Razian, Sayed Ahmadreza, and Hossein MahvashMohammadi. "Optimizing Raytracing Algorithm Using CUDA." Italian Journal of Science & Engineering 1, no. 3 (2017): 167–78. http://dx.doi.org/10.28991/ijse-01119.

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Dissertations / Theses on the topic "Raytracing"

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

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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.
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Novák, David. "Raytracing pro GPUEngine." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403122.

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The main goal of this thesis is ray tracing optimization, especially with the use of acceleration data structure. It'll be focused on discretion about various structure build strategies and their traversal. Different algorithms on the CPU and on the GPU will be implemented and compared in the thesis, specifically will be compared the speed of build and final structure quality, which have a direct influence on ray tracing performance. A ray tracing application will be implemented for the purpose of the acceleration structure quality test. A part with acceleration structure building will be added to GPUEngine library.
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Rypák, Andrej. "Raytracing virtuálních grafických scén." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236470.

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This thesis is dedicated to ray tracing based rendering methods, primarily the original ray tracing. Besides introducing a brief historical overview of algorithms from the family, it presents all the essential tools, techniques and physics needed for designing a rendering application in detail. A significant part of the document consists of an implementation of a photorealistic rendering application for interactive graphics 3D virtual scenes. The focus is on rendering without using any additional model information. The thesis includes descriptions and explanations of specific problems and their solutions.
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Stolz, Oliver. "Differentielles Raytracing für spezielle Beleuchtungssysteme." kostenfrei, 2010. http://d-nb.info/1000822028/34.

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Polášek, Tomáš. "Hybridní raytracing v rozhraní DXR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403161.

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The goal of this thesis is to evaluate the usability of hardware accelerated ray tracing in near-future rendering engines. Specifically, DirectX Ray Tracing API and Nvidia Turing architecture are being examined. Design and implementation of a hybrid rendering engine with support for hardware accelerated ray tracing is included and used in implementation of frequently used graphical effects -- hard and soft shadows, reflections, and Ambient Occlusion. The assessment is made in terms of difficulty of integration into a rendering engine, performance of the resulting system and suitability of implementation of chosen graphical effects. Performance parameters -- including number of rays cast per second, time to build acceleration structures and computation time on the GPU -- are tested and discussed.
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Anders, Jörg. "3D-Welten selbstgemacht - Raytracing mit POVRAY." Universitätsbibliothek Chemnitz, 1998. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-199800286.

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Teitel, Michael A. (Michael Albert). "Anamorphic raytracing for synthetic alcove holographic stereograms." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/14760.

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Ghavamian, Pooria. "Real-time Raytracing and Screen-space Ambient Occlusion." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254990.

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This paper investigates the advances in real-time ambient occlusion (AO). Topics discussed are state-of-the-art screen-space techniques and raytraced ambient occlusion. Methods compared are our screen-space ambient occlusion (SSAO) variant, horizon-based ambient occlusion(HBAO), Unity’s scalable AO (AlchemyAO), multi-scale volumetric AO (MSVO), and raytraced AO (RTAO). The methods were compared based on the errors produced in dynamic scenes, performance and similarity to reference scenes rendered by an offline raytracer. Important dynamic scene errors were highlighted, visual results were objectively evaluated using Structural Similarity Index (SSIM) and Unity engine was used as a common platform for all the methods in order to obtain performance metrics. RTAO managed to achieve a strikingly high SSIM score, while, MSVO traded some accuracy to be the fastest of all the methods. Further analysis of different implementations and their strengths and weaknesses are provided.<br>Denna studie utforskar framsteg inom realtid ambient occlusion (AO). Ämnen som diskuteras är senaste typen av screen-spaceteknik och raytraced ambient occlusion. Metoderna som jämförs är vår egen screen-space ambient occlusion (SSAO) variant, horizon-based ambient occlusion (HBAO), Unitys scalable AO (Alchemy AO), multi-scale volumetric AO (MSVO), och raytraced AO (RTAO). De olika metoderna jämfördes baserat på prestanda, likheter till referens scener och fel som tillverkas inom dynamiska scener. Viktiga dynamiska scener var markerad och de visuella resultaten var objektivt evaluerad genom användning av Structural Similarity Index (SSIM). Unity motorn användes som en gemensam plattform för alla typer av metoder för att få fram prestanda mått. RTAO lyckades att uppnå ett högt SSIM betyg medan MSVO blev den snabbaste av alla metoder dock har lägre precision. Ytterligare analys av olika genomföringar och deras styrkor samt svagheter ingår i rapporten.
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Gioia, Chehade Stefano. "Plataforma de depurado para renderizadores basados en raytracing." Tesis, Universidad de Chile, 2019. http://repositorio.uchile.cl/handle/2250/170910.

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Memoria para optar al título de Ingeniero Civil en Computación<br>Encontrar un error en una aplicación gráfica mediante las herramientas de depurado que proveen los lenguajes de programación convencionales suele no ser una tarea fácil. En este trabajo se propone un método y se implementa una solución para llevar a cabo el depurado de aplicaciones que utilizan raytracing como técnica de renderizado. En concreto, se describe el diseño y construcción de una plataforma web que permite la carga, manipulación y visualización de rayos a través de un esquema particular, que consta de propiedades que describen rayos como típicamente se encuentran en los raytracers, como el origen, dirección, y punto de término, en el caso de rayos finitos. Se propone un sistema de etiquetado, que consiste en asignarle etiquetas a los rayos durante el proceso de generación del esquema, y se muesta cómo se pueden realizar consultas del tipo "¿cuáles son los rayos que fueron reflejados desde un espejo?", o "¿cuáles son los rayos que intersectan con el n-ésimo objeto de la escena?". Por último, la herramienta se valida con 4 desarrolladores, a quienes se les presenta un conjunto de 5 problemas. Estos consisten de una descripción de una escena, una imagen con un error generada por un raytracer con algún tipo de problema, y un registro de rayos generado por este raytracer. El objetivo en cada caso es descubrir, mediante el uso de la aplicación web cargada con este registro, cuál es el problema con la imagen. En 2 de los 5 casos, todos los desarrolladores fueron capaces de encontrar el problema, mientras que en los restantes 3, la mitad fue capaz de encontrar el problema.
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Cichocki, Myriam [Verfasser]. "Raytracing basierte Intraokularlinsen-Kalkulation nach refraktiver Hornhautchirurgie / Myriam Cichocki." Hamburg : Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky, 2020. http://d-nb.info/1228076316/34.

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Books on the topic "Raytracing"

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Geological Survey (U.S.), ed. User's manual for RAY84/R83PLT interactive two-dimensional raytracing/synthetic seismogram package. U.S. Dept. of the Interior, Geological Survey, 1988.

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Moser, Tijmen Jan. The shortest path method for seismic ray tracing in complicated media =: De kortste-routemethode voor seismische raytracing in gecompliceerde media. Faculteit Aardwetenschappen der Rijksuniversiteit te Utrecht], 1992.

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Schwan. Raytracing on the Macintosh Book. FT Prentice Hall, 1994.

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Ltd, Hallam Oaks Pty. The Internet Raytracing Competition - Year One (1996/1997). Hallam Oaks Pty Ltd, 1997.

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Ltd, Hallam Oaks Pty. The Internet Raytracing Competition - Year Two (1997/1998). Hallam Oaks Pty Ltd, 1998.

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Theorie und Praxis fotorealistischer Computergrafiken: Eine praxisorientierte Einführung in Raytracing, Modellierung und Animation inklusive Software und Beispielen auf CD-ROM. Vieweg+Teubner Verlag, 1997.

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Book chapters on the topic "Raytracing"

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Pöpsel, Josef, Ute Claussen, Rolf-Dieter Klein, and Jürgen Plate. "Raytracing." In Computergrafik. Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/978-3-642-46799-8_19.

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Gross, Herbert. "Raytracing." In Handbook of Optical Systems. Wiley-VCH Verlag GmbH & Co. KGaA, 2015. http://dx.doi.org/10.1002/9783527699223.ch5.

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Mendecki, A. J. "Seismic Raytracing." In Seismic Monitoring in Mines. Springer Netherlands, 1997. http://dx.doi.org/10.1007/978-94-009-1539-8_4.

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Bartel, Andreas. "Das Raytracing." In Grafik und Animation mit Borland Pascal 7.0. Vieweg+Teubner Verlag, 1993. http://dx.doi.org/10.1007/978-3-663-06849-5_15.

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Wyman, Chris, and Adam Marrs. "Introduction to DirectX Raytracing." In Ray Tracing Gems. Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_3.

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Sellers, Graham, and Rastislav Lukac. "Computer Graphics Using Raytracing." In Handbook of Multimedia for Digital Entertainment and Arts. Springer US, 2009. http://dx.doi.org/10.1007/978-0-387-89024-1_23.

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Arikan, Okan, and Uğur Güdükbay. "An Algorithm for Progressive Raytracing." In Advances in Information Systems. Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-40888-6_23.

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Machert, Torsten. "Das Raytracing-Programm POV-Ray." In Theorie und Praxis fotorealistischer Computergrafiken. Vieweg+Teubner Verlag, 1997. http://dx.doi.org/10.1007/978-3-322-90447-8_2.

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Bartel, Andreas. "Radiosity — Das Raytracing der Zukunft." In Grafik und Animation mit Borland Pascal 7.0. Vieweg+Teubner Verlag, 1993. http://dx.doi.org/10.1007/978-3-663-06849-5_16.

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Lin, Psang Dain. "Raytracing Equations for Paraxial Optics." In Advanced Geometrical Optics. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-2299-9_4.

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Conference papers on the topic "Raytracing"

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Pajchel, J., and T. J. Moser. "Recursive Cell Raytracing." In 57th EAEG Meeting. EAGE Publications BV, 1995. http://dx.doi.org/10.3997/2214-4609.201409517.

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Krüger, Jens. "GPGPU and raytracing." In ACM SIGGRAPH 2007 courses. ACM Press, 2007. http://dx.doi.org/10.1145/1281500.1281653.

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Semwal, Sudhanshu Kumar. "Raytracing Renaissance: An elegant framework for modeling light at Multiple Scales." In WSCG 2023 – 31. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision. University of West Bohemia, Czech Republic, 2023. http://dx.doi.org/10.24132/csrn.3301.2.

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Ray tracing remains of interest to Computer Graphics community with its elegant framing of how light interacts with objects, being able to easily support multiple light sources, and simple framework of merging synthetic and real cameras. Recent trends to provide implementations at the chip-level means raytracing’s constant quest of realism would propel its usage in real-time applications. AR/VR, Animations, 3DGames Industry, 3D-large scale simulations, and future social computing platforms are just a few examples of possible major impact. Raytracing is also appealing to HCI community because raytracing extends well along the 3D-space and time, seamlessly blending both synthetic and real cameras at multiple scales to support storytelling. This presentation will include a few milestones from my work such as the Slicing Extent technique and Directed Safe Zones. Our recent applications of applying machine learning techniques creating novel synthetic views, which could also provide a future doorway to handle dynamic scenes with more compute power as needed, will also be presented. It is once again renaissance for ray tracing which for last 50+ years has remained the most elegant technique for modeling light phenomena in virtual worlds at whatever scale compute power could support.
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Garrity, Michael P. "Raytracing irregular volume data." In the 1990 workshop. ACM Press, 1990. http://dx.doi.org/10.1145/99307.99316.

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Wyman, Chris, Shawn Hargreaves, Peter Shirley, and Colin Barré-Brisebois. "Introduction to DirectX raytracing." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2018. http://dx.doi.org/10.1145/3214834.3231814.

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Glasenapp, Carsten. "Shape measurement by inverse raytracing." In Unconventional Optical Imaging, edited by Corinne Fournier, Marc P. Georges, and Gabriel Popescu. SPIE, 2018. http://dx.doi.org/10.1117/12.2316349.

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Malony, Allen D., Mohammad Alaul Haque Monil, Craig Rasmusen, Kevin Huck, Joseph Byrnes, and Doug Toomey. "Towards Scaling Parallel Seismic Raytracing." In 2016 19th IEEE Intl Conference on Computational Science and Engineering (CSE), IEEE 14th Intl Conference on Embedded and Ubiquitous Computing (EUC), and 15th Intl Symposium on Distributed Computing and Applications for Business Engineering (DCABES). IEEE, 2016. http://dx.doi.org/10.1109/cse-euc-dcabes.2016.189.

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Chang, Toshi, Luis Canales, and Chung-Chi Shih. "Multi-Valued Two-Point Raytracing." In 6th International Congress of the Brazilian Geophysical Society. European Association of Geoscientists & Engineers, 1999. http://dx.doi.org/10.3997/2214-4609-pdb.215.sbgf406.

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Takacs, Peter Z., Ian Lacey, and Valeriy V. Yashchuk. "Raytracing the long trace profiler." In Advances in Metrology for X-Ray and EUV Optics IX, edited by Lahsen Assoufid, Haruhiko Ohashi, and Anand Asundi. SPIE, 2020. http://dx.doi.org/10.1117/12.2569751.

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Clarke, R. A., and L. R. Jannaud. "Raytracing in the overthrust model." In SEG Technical Program Expanded Abstracts 1996. Society of Exploration Geophysicists, 1996. http://dx.doi.org/10.1190/1.1826741.

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Reports on the topic "Raytracing"

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Luu, Anh, Derek Armstrong, and Eddy Timmermans. Raytracing. Office of Scientific and Technical Information (OSTI), 2020. http://dx.doi.org/10.2172/1699435.

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Armstrong, Derek Elswick, and Eddy Marcel Elvire Timmermans. Raytracing Project: Graybody Approximation. Office of Scientific and Technical Information (OSTI), 2020. http://dx.doi.org/10.2172/1633556.

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Yapp, Clifford. Interactive Raytracing: The nirt Command. Defense Technical Information Center, 2009. http://dx.doi.org/10.21236/ada499642.

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Argo, P. E., D. DeLapp, C. D. Sutherland, and R. G. Farrer. Tracker: A three-dimensional raytracing program for ionospheric radio propagation. Office of Scientific and Technical Information (OSTI), 1994. http://dx.doi.org/10.2172/10196580.

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Hunter, R., S. Ross, and Jing-Ru Cheng. A general-purpose multiplatform GPU-accelerated ray tracing API. Engineer Research and Development Center (U.S.), 2023. http://dx.doi.org/10.21079/11681/47260.

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Real-time ray tracing is an important tool in computational research. Among other things, it is used to model sensors for autonomous vehicle simulation, efficiently simulate radiative energy propagation, and create effective data visualizations. However, raytracing libraries currently offered for GPU platforms have a high level of complexity to facilitate the detailed configuration needed by gaming engines and high-fidelity renderers. A researcher wishing to take advantage of the performance gains offered by the GPU for simple ray casting routines would need to learn how to use these ray tracing libraries. Additionally, they would have to adapt this code to each GPU platform they run on. Therefore, a C++ API has been developed that exposes simple ray casting endpoints that are implemented in GPU-specific code for several contemporary device platforms. This API currently supports the NVIDIA OptiX ray tracing library, Vulkan, AMD Radeon Rays, and even Intel Embree. Benchmarking tests using this API provide insight to help users determine the optimal backend library to select for their ray tracing needs. HPC research will be well-served by the ability to perform general purpose raytracing on the increasing amount of graphics and machine learning nodes offered by the DoD High Performance Computing Modernization Program.
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