- Computer Graphics and Visualization Techniques
- 3D Shape Modeling and Analysis
- Advanced Vision and Imaging
- Advanced Numerical Analysis Techniques
- Medical Imaging Techniques and Applications
- Computational Geometry and Mesh Generation
- Remote Sensing and LiDAR Applications
- Data Visualization and Analytics
- Data Management and Algorithms
- Digital Image Processing Techniques
- Medical Image Segmentation Techniques
- Parallel Computing and Optimization Techniques
- Image Retrieval and Classification Techniques
- Automotive and Human Injury Biomechanics
- Simulation and Modeling Applications
- Advanced Clustering Algorithms Research
- 3D Modeling in Geospatial Applications
- Advanced Image and Video Retrieval Techniques
- Surface Roughness and Optical Measurements
- Advanced Image Processing Techniques
- Nuclear Materials and Properties
- Diverse Scientific and Economic Studies
- Numerical Methods and Algorithms
- Advanced Neuroimaging Techniques and Applications
- Image Enhancement Techniques
Advanced Micro Devices (Canada)
2024-2025
Intel (United Kingdom)
2014-2023
Imagination Technologies (United Kingdom)
2023
Adobe Systems (United States)
2023
Intel (Germany)
2014-2022
Intel (United States)
2008-2019
Saarland University
2001-2006
Max Planck Institute for Informatics
2004-2006
Max Planck Society
2004-2006
For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique completely dominates todays graphics hardware. However, this has not happened yet. Ray is still exclusively being used for off-line rendering of photorealistic images and it commonly believed simply too costly to ever challenge rasterization-based algorithms interactive use. there hardly any scientific analysis supports either point view. In particular no evidence...
We describe Embree, an open source ray tracing framework for x86 CPUs. Embree is explicitly designed to achieve high performance in professional rendering environments which complex geometry and incoherent distributions are common. consists of a set low-level kernels that maximize utilization modern CPU architectures, API enables these be used existing renderers with minimal programmer effort. In this paper, we the design goals software architecture show secondary rays particular,...
Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required efficient global illumination simulation. Existing based methods yield high quality renderings are far too slow use. We present a new parallel algorithm that perfectly scales, has minimal preprocessing and communication overhead, applies highly sampling techniques on randomized quasi-Monte Carlo integration, benefits from fast implementation by shooting coherent...
Over the last three decades, higher CPU performance has been achieved almost exclusively by raising CPU's clock rate. Today, resulting power consumption and heat dissipation threaten to end this trend, designers are looking for alternative ways of providing more compute power. In particular, they towards concepts: a streaming model, vector-like SIMD units, multi-core architectures. One particular example such an architecture is cell broadband engine (CBEA), processor that offers raw up 200...
Abstract Ray tracing is an inherent part of photorealistic image synthesis algorithms. The problem ray to find the nearest intersection with a given and scene. Although this geometric operation relatively simple, in practice, we have evaluate billions such operations as scene consists millions primitives, algorithms require high number samples provide plausible result. Thus, primitives are commonly arranged spatial data structures accelerate search. In last two decades, bounding volume...
Recently developed interactive ray tracing systems combine the high performance of todays CPUs with new algorithms and implementations to achieve a flexible high-performance rendering system offering high-quality, but nonetheless 3D graphics. However, due its history in offline rendering, is usually limited static scenes simple walkthroughs. In order become truly must efficiently support dynamic scenes. We present practical method that allows interactively trace distributed PC cluster...
While contemporary approaches to SIMD ray tracing typically rely on traversing packets of coherent rays through a binary data structure, we instead evaluate the alternative individual bounding volume hierarchy with branching factor 16. Though obviously less efficient than high-performance packet techniques for primary rays, demonstrate that secondary distributions this approach is at least competitive (and often faster than) typical traversal techniques.
Wide-SIMD hardware is power and area efficient, but it challenging to efficiently map ray tracing algorithms such especially when the rays are incoherent. The two most commonly used schemes either packet tracing, or relying on a separate traversal stack for each SIMD lane. Both work great coherent rays, suffer incoherent: former experiences dramatic loss of utilization once diverge; latter requires large local storage, generates multiple incoherent streams memory accesses that present...
Global illumination algorithms have traditionally been very time consuming and were only suitable for off-line computations. Recent research in realtime ray tracing has improved global performance to allow updates at interactive rates. However, both the traditional new systems show significant limitations when dealing with realistically complex scenes containing millions of surfaces, thousands light sources, a high degree occlusion.In this paper, we present an importance sampling technique...
Abstract The addition of global illumination can dramatically increase the realism achievable when rendering virtual environments.In particular with interactive applications we expect environment to reflect changes in scenedue lighting effects instead it being just a static backdrop. However, sufficiently fast and accuratecomputation at rates has been difficult even recent approaches based onrealtime ray tracing. In this paper present highly scalable approach illumination. It fully...
Abstract Ray‐axis aligned bounding box intersection tests play a crucial role in the runtime performance of many rendering applications, driven not by complexity but mainly volume required. While existing solutions were believed to be pretty much optimal terms on current hardware, our paper introduces new test requiring fewer arithmetic operations compared all previous methods. By transforming ray we eliminate need for one third traditional bounding‐slab and achieve speed enhancement...
Modern high-performance ray tracers use large packets and SIMD instruction sets to decrease both the computational bandwidth cost compared a single implementation. Current global illumination renderers, however, are still based around implementations interfaces. The presumption is that while have been shown work well for highly coherent rays, in presence of less secondary distributions gains packet techniques dwindle rapidly. With low enough coherence, performance can be reduced being as...
Modern CPUs achieve high computational throughput by implementing increasingly wide SIMD vector units (such as 8-wide AVX or 16-wide for the Xeon Phi instructions). Achieving optimal performance on these architectures requires leveraging effectively. We present Embree [Ernst and Woop 2011], an open source ray tracing library developed to show performance-focused graphics programmers how take full advantage of multiple cores in context tracing. features spatial acceleration structures...
A common way to ray trace subdivision surfaces is by constructing and traversing spatial hierarchies on top of tessellated input primitives. Unfortunately, tessellating requires a substantial amount memory storage, involves significant construction I/O costs. In this paper, we propose lazy-build caching scheme efficiently handle these problems while also exploiting the capabilities today's many-core architectures. To end, lazily tessellate patches only when necessary, utilize adaptive...
Computer aided design (CAD) and virtual reality (VR) are becoming increasingly important tools for industrial applications. Unfortunately, there is a huge growing gap between what data CAD engineers working on, rendering quality needed by designers executives to faithfully judge variant, capabilities offered commonly available VR frameworks. In particular, existing systems cannot currently cope with the accuracy demanded engineers, nor can they deliver photo-realistic reliability required...
Hair and fur typically consist of a large number thin, curved, densely packed strands which are difficult to ray trace efficiently. A tight fitting spatial data structure, such as bounding volume hierarchy (BVH), is needed quickly determine hair hits. However, the hairs can yield BVH with memory footprint (particularly when pre-tessellated), curved or diagonal cannot be tightly bounded within axis aligned boxes. In this paper, we describe an approach tracing improved efficiency, by combining...
Even though the speed of software ray tracing has recently been increased to interactive performance even on standard PCs, these systems usually only supported triangles as geometric primitives. Directly handling free-form surfaces such spline or subdivision instead first tesselating them offers many advantages higher precision results, reduced memory requirements, and faster preprocessing due less However, existing algorithms for are much too slow use.
Ray tracing has long been considered to be superior rasterization because its ability trace arbitrary rays, allowing it simulate virtually any physical light transport effect by just rays. Yet, look plausible, extraordinary amounts of rays for effects such as soft shadows are typically required. This makes the prospects real-time performance rather remote. Rasterization, in contrast, a record producing through employing specialized and approximate solutions individual effects. Though ray may...