Fast Approximate Visibility on the GPU using precomputed 4D Visibility Fields
暂无分享,去创建一个
[1] Martin Mittring,et al. Finding next gen: CryEngine 2 , 2007, SIGGRAPH Courses.
[2] Tim Foley,et al. KD-tree acceleration structures for a GPU raytracer , 2005, HWWS '05.
[3] Peter Shirley,et al. A Low Distortion Map Between Disk and Square , 1997, J. Graphics, GPU, & Game Tools.
[4] Pat Hanrahan,et al. Ray tracing on a connection machine , 1988, ICS '88.
[5] Keenan Crane,et al. Fast GPU ray tracing of dynamic meshes using geometry images , 2006, Graphics Interface.
[6] Pat Hanrahan,et al. Ray tracing on a stream processor , 2004 .
[7] H.-P. Seidel,et al. Realtime Ray Tracing on GPU with BVH-based Packet Traversal , 2007, 2007 IEEE Symposium on Interactive Ray Tracing.
[8] Hans-Peter Seidel,et al. Stackless KD‐Tree Traversal for High Performance GPU Ray Tracing , 2007, Comput. Graph. Forum.
[9] Pat Hanrahan,et al. Interactive k-d tree GPU raytracing , 2007, SI3D.
[10] Filip Karlsson,et al. Ray tracing fully implemented on programmable graphics hardware , 2004 .
[11] Michael Todd Bunnell,et al. Dynamic Ambient Occlusion and Indirect Lighting , 2005 .
[12] Mel Slater. Constant Time Queries on Uniformly Distributed Points on a Hemisphere , 2002, J. Graphics, GPU, & Game Tools.