National Repository of Grey Literature 13 records found  previous11 - 13  jump to record: Search took 0.00 seconds. 
Efficient GPU path tracing in solid volumetric media
Forti, Federico ; Elek, Oskár (advisor) ; Goel, Anisha (referee)
Realistic Image synthesis, usually, requires long computations and the simulation of the light interacting with a virtual scene. One of the most computationally intensive simulation in this area is the visualization of solid participating media. This media can describe many different types of object with the same physical parameters (e.g. marble, air, fire, skin, wax ...). Simulating the light interacting with it requires the computation of many independent photons interactions inside the medium. However, those interactions can be computed in parallel, using the power of modern Graphic Processor Unit, or GPU, computing. This work present an overview over different methodologies, that can affect the performance of this type of simulations on the GPU. Different existing ideas are analyzed, compared and modified with the scope of speeding up the computation respect to the classic CPU implementation. 1
Path Tracing on GPU
Novák, David ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
The aim of this bachelor's thesis is an implemetation and following acceleration of Path Tracing algorithm. This algorithm will be implemented on the GPU using OpenGL. Above rendered scene will be built Octree data structure. Then the acceleration, which was achieved using this data structure, will be measured.
Guiding a Path Tracer with Local Radiance Estimates
Berger, Martin ; Wilkie, Alexander (advisor) ; Křivánek, Jaroslav (referee)
Path tracing is a basic, statistically unbiased method for calculating the global illumination in 3D scenes. For practical purposes, the algorithm is too slow, so it is used mainly for theoretical purposes or as a base for more advanced algorithms. This thesis explores the possibility of improving this algorithm by augmenting the sampling part, which computes outgoing directions during ray traversal through the scene. This optimization is accomplished by creating a special data structure in a preprocess step, which describes approximate light distribution in the scene and which then aids the sampling process. The presented algorithm is implemented in the PBRT library.

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