Interactive GPU-based octree generation and traversal
Chen Wei, James Gain, Patrick Marais
Symposium on Interactive 3D Graphics and Games, March 2012, pp. 211--211.
Abstract: GPU-based ray casting, as introduced by Krüger and Westermann [2003], is an effective method for volumetric rendering. Unfortunately, conventional methods of Empty Space Skipping (ESS) using spatial partitioning, which accelerate ray casting by culling ray-surface intersection tests in empty parts of the volume, do not align well with GPU architectures. CPUs are usually required for tree generation and parsing, as well as the data transfer from CPU to GPU. Such CPU-based pre-processing is time-consuming, with the result that spatial tree structures are invariably applied to static datasets.
@inproceedings{Wei:2012:IGO,
author = {Chen Wei and James Gain and Patrick Marais},
title = {Interactive GPU-based octree generation and traversal},
booktitle = {Symposium on Interactive 3D Graphics and Games},
pages = {211--211},
month = mar,
year = {2012},
}
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