1 |
S. Gottschalk, "Separating axis theorem," Technical Report TR96-024, Department of Computer Science, UNC Chapel Hill, 1996.
|
2 |
A. Bakhoda, G. Yuan,W. Fung, H.Wong, and T. Aamodt, "Analyzing CUDA workloads using a detailed GPU simulator," in Proc. ISPASS, pp163-174, 2009.
|
3 |
J. Lext, U. Assarsson and T. Moller, "A Benchmark for Animated Ray Tracing," IEEE Computer Graphics and Applications, Vol. 21, No. 2, pp22-31, Mar. 2001.
|
4 |
J. Hurley, "Ray tracing goes mainstream," Intel Technology Journal, Vol. 9, No 2, pp 98-107, 2005.
|
5 |
Jae-Ho Nah, Jeong-Soo Park, Chanmin Park, Jin-Woo Kim, Yun-Hye Jung, Woo-Chan Park and Tack-Don Han, "T&I engine: traversal and intersection engine for hardware accelerated ray tracing," ACM Transactions on Graphics (TOG), Vol.30, No.6, 2011.
|
6 |
Timo Aila and Samuli Laine, "Understanding the efficiency of ray traversal on gpus," In Proc. of High Performance Graphics, 2009.
|
7 |
Sung-Min Bae and Hyun-Ki Hong, "Implementation of Real-time Interactive Ray Tracing on GPU," Journal of Korea Game Society, Vol. 7, No. 3, pp59-66, 2007.
과학기술학회마을
|
8 |
E. Haines and D. Greenberg, "The Light Buffer: A Shadow-Testing Accelerator," IEEE CGGA, Vol. 6, No. 9, pp6-16, 1986.
|
9 |
A. Woo and J. Amanatides, "Voxel Occlusion Testing: A Shadow Determination Accelerator for Ray Tracing," Graphics Interface 90, pp 213-220, 1990.
|
10 |
Ingo Wald, "Realtime Ray Tracing and Interactive Global Illumination," Ph.d thesis, Sarrland University, 2004.
|
11 |
Jae-Ho Nah, Woo-Chan Park and Tack-Don Han, "A Shadow Culling Algorithm for Interactive Ray Tracing," Korea Game Society, Vol. 9, No. 6, pp179-189, 2009.
과학기술학회마을
|