GPU-based real time FRep ray casting
Authors: Fryazinov, O. and Pasko, A.
Journal: GraphiCon 2007 - International Conference on Computer Graphics and Vision, Proceedings
Abstract: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.
Source: Scopus
GPU-based real time FRep ray casting
Authors: Fryazinov, O. and Pasko, A.
Conference: GraphiCon'2007. International Conference on Computer Graphics and Vision
Dates: 23-27 June 2007
Pages: 69-74
Publisher: Moscow State University
Place of Publication: Moscow
ISBN: 978-5-89407-303-3
Abstract: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.
http://www.graphicon.ru/2007/proceedings/
Source: Manual
Preferred by: Oleg Fryazinov