2008 Sixth Indian Conference on Computer Vision, Graphics &Amp; Image Processing 2008
DOI: 10.1109/icvgip.2008.92
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Ray Casting Deformable Models on the GPU

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Cited by 7 publications
(8 citation statements)
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“…Kd-trees and BVHs are still expensive to build on GPU, especially if they need to be built every frame. Patidar and Narayanan used a perspective grid to raycast dynamic scenes using a fast building of the grid in each frame [3]. Their triangle storage layout is shown in Fig.…”
Section: Background and Previous Workmentioning
confidence: 99%
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“…Kd-trees and BVHs are still expensive to build on GPU, especially if they need to be built every frame. Patidar and Narayanan used a perspective grid to raycast dynamic scenes using a fast building of the grid in each frame [3]. Their triangle storage layout is shown in Fig.…”
Section: Background and Previous Workmentioning
confidence: 99%
“…Wald et al [13] presented an algorithm to traverse the grid in a slice-wise coherent manner. Due to the use of a frustum like grid, Hunt and Mark [14] and Patidar and Narayanan [3] treat primary rays as coherent packets of rays. These packets of rays work together bringing optimal amount of data and reusing it.…”
Section: Background and Previous Workmentioning
confidence: 99%
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“…Their approach is limited to computing a boundary representation of the scene, which is only a part of the information required for ray tracing. Patidar and Narayanan [2008] propose a fast construction algorithm for a gridlike acceleration structure, but their algorithm is limited to fixed resolution and while it performs well for scanned models, it relies on synchronization via atomic functions which makes it sensitive to triangle distributions. Ize et al [2006] describe a number of parallel construction algorithms for multiple CPUs.…”
Section: Previous Workmentioning
confidence: 99%