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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorBikker, J.
dc.contributor.advisorEisemann, E.
dc.contributor.authorMolenaar, M.L.
dc.date.accessioned2019-01-18T18:01:27Z
dc.date.available2019-01-18T18:01:27Z
dc.date.issued2018
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/31695
dc.description.abstractIn this work we study ray traversal of scenes that do not fit in system memory. More precisely, we continue with the work of Pharr et al. on batched ray traversal. We propose to store a simplified representation of the scene’s geometry to quickly cull rays that do not hit anything. This reduces the number of disk accesses and our results show that it can more than double rendering performance.
dc.description.sponsorshipUtrecht University
dc.format.extent2393425
dc.format.extent2393443
dc.format.mimetypeapplication/pdf
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleOcclusion Culling in Batched Ray Traversal
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsout-of-core, occlusion culling, culling, path tracing, ray tracing, batched ray traversal, memory-coherent ray tracing
dc.subject.courseuuGame and Media Technology


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