Parallel optimization of the ray-tracing algorithm based on the HPM model

Author:

Jun-Feng Wang,Gang-Yi Ding,Yi-Ou Wang,Yu-Gang Li,Fu-Quan ZhangORCID

Publisher

Springer Science and Business Media LLC

Subject

Hardware and Architecture,Information Systems,Theoretical Computer Science,Software

Reference49 articles.

1. Dick C, Krüger J, Westermann R (2009) GPU ray-casting for scalable terrain rendering. In: Proceedings of eurographics, areas papers 43–50. 2. https://doi.org/10.2312/ega.20091007

2. Yang X, Xu D, Zhao L (2008) Ray tracing dynamic scenes using fast KD-tree base on multi-core architectures. In: International conference on computer science and software engineering2008. https://doi.org/10.1109/CSSE.2008.1381

3. Iain Cantlay (2015) DirectX 11Terrain Tessellation[R/OL]. http://www.nvidia.cn/page/home.html

4. Rogers DF (2002) Algorithm basis of computer graphics. Shi Jiaoying, Peng Qunsheng, translated. Beijing: Mechanical Industry Press

5. Wikipedia contributors. Ray tracing (graphics) [G/OL]. Wikipedia. (20190317)[2019–03–17]. https://en.wikipedia.org/w/index.php?title=Ray_tracing_(graphics)&oldid=888247514

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1. Implementation and Optimization of Hardware-Universal Ray-tracing Underlying Algorithm Based on GPU Programming;2023 6th International Conference on Artificial Intelligence and Big Data (ICAIBD);2023-05-26

2. Parallel design and implementation of Jacobi iterative algorithm based on ternary optical computer;The Journal of Supercomputing;2022-04-11

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