Academic literature on the topic 'Raytracing'

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Journal articles on the topic "Raytracing"

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Cabello-Carranza, Alejandro Yael, and Ismael Domínguez Jiménez. "Raytracing en la Palma de tu Mano: Desafíos y Oportunidades en el Desarrollo de Videojuegos Móviles." XIKUA Boletín Científico de la Escuela Superior de Tlahuelilpan 12, no. 24 (2024): 45–53. http://dx.doi.org/10.29057/xikua.v12i24.12724.

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En la última década las aplicaciones y videojuegos del ámbito móvil han tenido una evolución significativa en su visualización y manejo de elementos gráficos, destacándose el raytracing como una técnica revolucionaria para representar luz y sombras en entornos 3D, ofreciendo un alto realismo ahora en dispositivos móviles. Este artículo examina cómo la evolución de motores gráficos como Unity y Unreal, junto con API's gráficas como Vulkan y OpenGL, ha facilitado la implementación del raytracing. Estas tecnologías permiten a los desarrolladores manipular gráficos 3D de manera más precisa, integr
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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 r
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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 ray
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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 hard
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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 velo
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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
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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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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 adde
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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 thei
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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 impl
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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 obje
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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
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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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Preußner, Paul-Rolf. "OKULIX Raytracing Software." In Intraocular Lens Calculations. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-50666-6_49.

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AbstractThe raytracing software package OKULIX was initially developed for scientific purposes in the context of accommodating IOLs. Later it was extended to corneal laser surgery which is still available in the “corneal module” of OKULIX. The latest development was then the application to IOL calculation. One of the essential guidelines of the software development was to reduce universal applicability (unlike as in other commercially available raytracing software) in order to optimize it to the special situation of a human eye, i.e., concentration of the fovea as the only optical area of inte
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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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Méot, François. "Numerical Simulations." In Particle Acceleration and Detection. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-59979-8_1.

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AbstractSeveral of the numerical simulation exercises proposed in the following chapters require step-by-step raytracing through the optical elements concerned, for diverse reasons, depending on the problem. The raytracing code Zgoubi is used and provides the necessary tooling for this numerical solution of particle and spin motion in electric and/or magnetic fields, and to account for random events such as in-flight decay or photon emission. Generalities regarding the interest of the stepwise integration method, as well as the code and its input and output data files, are introduced here.
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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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Conference papers on the topic "Raytracing"

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Borne, Jeck, Christopher Bouillon, Alexandre Cléroux-Cuillerier, and Simon Thibault. "Recent progress on raytracing through metasurfaces." In Current Developments in Lens Design and Optical Engineering XXV, edited by Ching-Cherng Sun, Virendra N. Mahajan, and Simon Thibault. SPIE, 2024. http://dx.doi.org/10.1117/12.3028866.

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Pineau-Noël, Valérie, Shadi Masoumi, Elahe Parham, et al. "A raytracing module in Python for non-expert." In Bio-Optics: Design and Application. Optica Publishing Group, 2025. https://doi.org/10.1364/boda.2025.dtu1a.2.

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A Python module called Raytracing provides all the necessary information about an optical design: configate planes, aperture and field stops, and more. With command-line or with a UI, it simplifies the design and optimization of optical systems. (tel: +1 202.416.6191, e-mail: cstech@optica.org).
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Hobson, Peter R., Maria Maxouti, Jeffrey C. Bamber, and Kenneth R. Long. "Imaging the Energy Deposited by a 20 MeV Proton Beam using a Commercial Liquid Scintillator." In Imaging Systems and Applications. Optica Publishing Group, 2024. http://dx.doi.org/10.1364/isa.2024.iw1d.4.

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To image the three-dimensional distribution of the energy deposited by a 20 MeV proton beam in a radiobiological phantom we have simulated, using non-sequential raytracing, the visible light emitted by a commercial liquid scintillator.
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Kim, Jihun, Yunjong Kim, Gayoung Lee, et al. "Stray Light Analysis of K-DRIFT Pathfinder." In Imaging Systems and Applications. Optica Publishing Group, 2024. http://dx.doi.org/10.1364/isa.2024.ith4d.5.

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We analyze the stray light characteristics of the Korea Astronomy and Space Science Institute (KASI) Deep Rolling Imaging Fast Telescope (K-DRIFT) using non-sequential raytracing, identify causes, and propose optimal baffle-and-vain design updates to improve the scientific observation performance of the K-DRIFT. (tel: +82 402.416.6191, email: jihun@ksai.re.kr).
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Liu, Junhao, Leke Lin, Rui Zhang, Yongsheng Liu, Qiang Zhang, and Hongyan Geng. "A Hybrid Propagation Loss Model for Urban Environment with Raytracing Method." In 2024 14th International Symposium on Antennas, Propagation and EM Theory (ISAPE). IEEE, 2024. https://doi.org/10.1109/isape62431.2024.10840633.

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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 r
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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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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 traci
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