Ray-tracing Hardware
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Ray-tracing Hardware
Ray-tracing hardware is special-purpose computer hardware designed for accelerating ray tracing calculations. Introduction: Ray tracing and rasterization The problem of rendering 3D graphics can be conceptually presented as finding all intersections between a set of " primitives" (typically triangles or polygons) and a set of "rays" (typically one or more per pixel). Up to 2010, all typical graphic acceleration boards, called graphics processing units (GPUs), used rasterization algorithms. The ray tracing algorithm solves the rendering problem in a different way. In each step, it finds all intersections of a ray with a set of relevant primitives of the scene. Both approaches have their own benefits and drawbacks. Rasterization can be performed using devices based on a stream computing model, one triangle at the time, and access to the complete scene is needed only once. The drawback of rasterization is that non-local effects, required for an accurate simulation of a scene, s ...
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Quake Wars Ray Traced
Quake may refer to: Seismology * Earthquake, a shaking of the earth's surface * Quake (natural phenomenon), surface shaking on any astronomical body Arts and entertainment * Quake (album), ''Quake'' (album), a 2003 album by Erik Friedlander * Quake (film), ''Quake'' (film), a 1992 American direct-to-video film * The Quake (film), ''The Quake'' (film), a 2018 Norwegian film * Quake (series), ''Quake'' (series), a series of first-person shooter games ** Quake (video game), ''Quake'' (video game), the 1996 first game in the series *** Quake engine, ''Quake'' engine, a game engine by ID Software, first used in the 1996 game *** Quake (original soundtrack), ''Quake'' (original soundtrack), by Trent Reznor and Nine Inch Nails, 1996 ** Quake II engine, ''Quake II'' engine, the 1997 second iteration of the game engine, first used in ''Quake II'' * WQKE, The Quake, an FM radio station in Plattsburgh, New York, US * Quake, a List of Transformers comics characters#D_2, Transformers comics cha ...
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Scene Graph
Scene (from Greek σκηνή ''skēnḗ'') may refer to: Arts, entertainment, and media Music *Scene (subculture), a youth subculture from the early 2000s characterized by a distinct music and style. Groups and performers * The Scene who recorded the song "Scenes (from Another World)" * Scene, the stage name used by Japanese Punk guitarist Minoru Kojima * Selena Gomez & the Scene, an American band * The Scene (Canadian band), a late 1960s psychedelic Canadian band * The Scene (Dutch band), a Dutch band formed by Thé Lau Albums * ''Scene'', a 2005 noise album by Merzbow * ''Scenes'' (album), a 1992 music album by Marty Friedman * ''The Scene'' (Eskimo Callboy album), an Eskimo Callboy album * ''The Scene'', the debut album of The Scene Other uses in music * S.C.E.N.E. Music Festival, an annual festival held in downtown St. Catharines, Ontario, Canada * "The Scene" (song), a song by Canadian band Big Sugar from their 1998 album ''Heated'' Periodicals * ''Scene'' (see '' ...
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Saarland University
Saarland University (german: Universität des Saarlandes, ) is a public research university located in Saarbrücken, the capital of the German state of Saarland. It was founded in 1948 in Homburg in co-operation with France and is organized in six faculties that cover all major fields of science. In 2007, the university was recognized as an excellence center for computer science in Germany. Thanks to bilingual German and French staff, the university has an international profile, which has been underlined by its proclamation as "''European University''" in 1950 and by establishment of Europa-Institut as its "''crown and symbol''" in 1951. Nine academics have been honored with the highest German research prize, the Gottfried Wilhelm Leibniz Prize, while working at Saarland University. History Saarland University, the first to be established after World War II, was founded in November 1948 with the support of the French Government and under the auspices of the University of ...
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University Of Tübingen
The University of Tübingen, officially the Eberhard Karl University of Tübingen (german: Eberhard Karls Universität Tübingen; la, Universitas Eberhardina Carolina), is a public research university located in the city of Tübingen, Baden-Württemberg, Germany. The University of Tübingen is one of eleven German Excellence Universities. The University of Tübingen is especially known as a centre for the study of plant biology, medicine, law, archeology, ancient cultures, philosophy, theology, and religious studies as well as more recently as center of excellence for artificial intelligence. The university's noted alumni include presidents, EU Commissioners, and judges of the Federal Constitutional Court. The university is associated with eleven Nobel laureates, especially in the fields of medicine and chemistry. History The University of Tübingen was founded in 1477 by Count Eberhard V (Eberhard im Bart, 1445–1496), later the first Duke of Württemberg, a civic and ...
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FPGA
A field-programmable gate array (FPGA) is an integrated circuit designed to be configured by a customer or a designer after manufacturinghence the term '' field-programmable''. The FPGA configuration is generally specified using a hardware description language (HDL), similar to that used for an application-specific integrated circuit (ASIC). Circuit diagrams were previously used to specify the configuration, but this is increasingly rare due to the advent of electronic design automation tools. FPGAs contain an array of programmable logic blocks, and a hierarchy of reconfigurable interconnects allowing blocks to be wired together. Logic blocks can be configured to perform complex combinational functions, or act as simple logic gates like AND and XOR. In most FPGAs, logic blocks also include memory elements, which may be simple flip-flops or more complete blocks of memory. Many FPGAs can be reprogrammed to implement different logic functions, allowing flexible reconfigurabl ...
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Mitsubishi Electric Research Laboratories
Mitsubishi Electric Research Laboratories (MERL) is a subsidiary of Mitsubishi Electric US Holdings, Inc., which, in its turn, is the principal subsidiary of Mitsubishi Electric in the United States. MERL is the North American arm of the Corporate R&D organization of Mitsubishi Electric. It is located in Cambridge, Massachusetts, United States. MERL engages in application-motivated basic research and advanced development in areas of importance to Mitsubishi Electric. More than 50 PhDs pursue research and advanced development in a wide range of areas including digital signal processing, digital audio and video processing, wired and wireless digital communications, spoken language interfaces, computer vision, mechatronics and fundamental algorithms. Since 1991, MERL has been awarded more than 700 patents. History Mitsubishi Electric Research Laboratories was founded in Cambridge, Massachusetts in 1991 by the Mitsubishi Electric CR&D organization. In the late 1990s, MERL merged w ...
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Hanspeter Pfister
Hanspeter Pfister is a Swiss computer scientist. He is the An Wang Professor of Computer Science at the Harvard John A. Paulson School of Engineering and Applied Sciences and an affiliate faculty member of the Center for Brain Science at Harvard University. His research in visual computing lies at the intersection of scientific visualization, information visualization, computer graphics, and computer vision and spans a wide range of topics, including biomedical image analysis and visualization, image and video analysis, and visual analytics in data science. Biography Hanspeter Pfister received his master's degree in 1991 in electrical engineering at ETH Zurich and moved to the United States for his PhD in computer science at Stony Brook University. In 1992 he began working with Arie Kaufman on Cube-3, a hardware architecture for volume visualization. By the time of his graduation in 1996, he had finished the architecture for Cube-4 and licensed it to Mitsubishi Electric Resear ...
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Volume Rendering
In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field. A typical 3D data set is a group of 2D slice images acquired by a CT, MRI, or MicroCT scanner. Usually these are acquired in a regular pattern (e.g., one slice for each millimeter of depth) and usually have a regular number of image pixels in a regular pattern. This is an example of a regular volumetric grid, with each volume element, or voxel represented by a single value that is obtained by sampling the immediate area surrounding the voxel. To render a 2D projection of the 3D data set, one first needs to define a camera in space relative to the volume. Also, one needs to define the opacity and color of every voxel. This is usually defined using an RGBA (for red, green, blue, alpha) transfer function that defines the RGBA value for every possible voxel value. For example, a volume ma ...
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Predicated Rendering
This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T ...
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Occlusion Culling
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics . The process of hidden-surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. When referring to line rendering it is known as hidden-line removal. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible. Background Hidden-surface determination is a process by which surfaces that should not be visible to the user (for example, ...
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Viewing Frustum
In 3D computer graphics, the view frustum (also called viewing frustum) is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by taking a frustum—that is a truncation with parallel planes—of the pyramid of vision, which is the adaptation of (idealized) cone of vision that a camera or eye would have to the rectangular viewports typically used in computer graphics. Some authors use ''pyramid of vision'' as a synonym for view frustum itself, i.e. consider it truncated. The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid (hence the name). The planes that cut the frustum perpendicular to the viewing direction are called the ''near plane'' and the ''far plane''. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Sometimes, ...
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Bounding Volume
In computer graphics and computational geometry, a bounding volume for a set of objects is a closed volume that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations by using simple volumes to contain more complex objects. Normally, simpler volumes have simpler ways to test for overlap. A bounding volume for a set of objects is also a bounding volume for the single object consisting of their union, and the other way around. Therefore, it is possible to confine the description to the case of a single object, which is assumed to be non-empty and bounded (finite). Uses Bounding volumes are most often used to accelerate certain kinds of tests. In ray tracing, bounding volumes are used in ray-intersection tests, and in many rendering algorithms, they are used for viewing frustum tests. If the ray or viewing frustum does not intersect the bounding volume, it cannot intersect the object contained wi ...
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