GPU-based real time FRep ray casting

This source preferred by Oleg Fryazinov and Alexander Pasko

Authors: Fryazinov, O. and Pasko, A.

http://www.graphicon.ru/2007/proceedings/Papers/Paper_19.pdf

Start date: 23 June 2007

Pages: 69-74

Publisher: Moscow State University

Place of Publication: Moscow

ISBN: 978-5-89407-303-3

A new method is presented for rendering general FRep (functionally represented) models using GPU-accelerated ray casting. We use the GPU acceleration for all computations in the rendering algorithm: ray-surface intersection calculation, function evaluation, and normal vector computation. Performing geometric intersection calculations in parallel with shading allows us to combine the whole process of rendering within one fragment program on GPU. The algorithm is well-suited for modern GPU and provides good performance with good quality of results; it is practically memoryless and does not require a powerful CPU.

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