Search found 51 matches
- Thu Sep 27, 2018 10:26 pm
- Forum: Links & Papers
- Topic: CUDA 10 available
- Replies: 6
- Views: 9107
Re: CUDA 10 available
Note how there's no access to ROPs from CUDA or OpenCL, I guess the same goes for RT. In CUDA 10 there are special warp matrix operations that leverage the tensor cores on compute capability 7 GPUs (https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#wmma), so in general NV seem open t...
- Wed Jul 25, 2018 7:59 pm
- Forum: General Development
- Topic: Emissive surfaces and visibility term
- Replies: 6
- Views: 2266
Re: Emissive surfaces and visibility term
@ingenious Thanks, that was helpful! I read Veach's thesis Chapter 8 which explains a lot. The intensity of the emissive objects themselves is uniform (i.e. same intensity in every direction), as you sad. When I just naively evaluate the LTE, cosine terms etc. come into play inside the integral. Whe...
- Tue Jul 24, 2018 8:39 am
- Forum: General Development
- Topic: Emissive surfaces and visibility term
- Replies: 6
- Views: 2266
Re: Emissive surfaces and visibility term
all geometric factors relating to the light source--surface area, distance, and cosine term--are accounted for in the probability of a ray hitting the light source "by accident." This explanation makes sense. What confuses me however is that both surface area and distance (squared) are pa...
- Sun Jul 22, 2018 9:48 pm
- Forum: General Development
- Topic: Emissive surfaces and visibility term
- Replies: 6
- Views: 2266
Emissive surfaces and visibility term
I'm wondering, in a naive path tracer w/o NEE or MIS, do I have to scale the contribution of an emissive surface by a dot(n, -ray.dir) term? Intuition says yes because light intensity depends on solid angle - lights viewed from a grazing angle appear darker than lights viewed from normal direction. ...
- Thu Mar 22, 2018 12:05 pm
- Forum: General Development
- Topic: DXR
- Replies: 6
- Views: 4019
Re: DXR
Here: https://www.youtube.com/watch?v=yaK1e59-oAA it suggests that RT is currently a software feature, but that future GPUs will have fixed-function hardware. ("..the next generation of AMD and Nvidia will have hardware to speed this up.."). This is the most important takeaway IMO.
- Mon Dec 04, 2017 10:54 pm
- Forum: General Development
- Topic: Why is volumetric emission proportional to absorption coefficient?
- Replies: 7
- Views: 12089
Re: Why is volumetric emission proportional to absorption coefficient?
I think it is required that emitting particles should not scatter light I'm not quite sure if I understand how you come to this assumption and if I totally understand your question, but I don't see why particles that emit light shouldn't also scatter light. However, the mental model behind radiance...
- Tue Nov 28, 2017 9:17 pm
- Forum: General Development
- Topic: Why is volumetric emission proportional to absorption coefficient?
- Replies: 7
- Views: 12089
Re: Why is volumetric emission proportional to absorption coefficient?
I don't quite understand the question: doesn't the first term refer to a particle density at an integration position x that emits radiance L_e in viewing direction w, and that the particle density absorbs radiance by w.r.t. sigma_a(x)? The emitted radiance is not proportional to the absorption, but ...
- Wed Jun 21, 2017 1:48 pm
- Forum: Tools, Demos & Sources
- Topic: Visionaray Ray Tracing Framework
- Replies: 11
- Views: 25604
Re: Visionaray Ray Tracing Framework
Here's the (extended) AO results from the SEARIS paper (https://szellmann.github.io), along with a script to run the benchmark. Results for interesting platforms (CPU,GPU) not listed yet are highly welcome!
- Thu Mar 16, 2017 10:40 am
- Forum: Tools, Demos & Sources
- Topic: Visionaray Ray Tracing Framework
- Replies: 11
- Views: 25604
Re: Visionaray Ray Tracing Framework
Going to talk about Visionaray at SEARIS (http://www.searis.net), which is a workshop colocated with IEEE VR.
Check out this teaser video: https://youtu.be/bhhwEO4KWII
Check out this teaser video: https://youtu.be/bhhwEO4KWII
- Fri Jan 20, 2017 9:44 pm
- Forum: General Development
- Topic: Intersection of ray with quadric surface for hobby ray tracer
- Replies: 6
- Views: 7453
Re: Intersection of ray with quadric surface for hobby ray tracer
This here paper btw. uses quadrics to project 3-D ellipsoids to 2-D: https://pdfs.semanticscholar.org/df2e/0 ... b231e6.pdf