• Title/Summary/Keyword: ray tracing processor

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Implementation of Ray Tracing Processor for the Parallel Processing (병렬처리를 위한 고속 Ray Tracing 프로세서의 설계)

  • Choe, Gyu-Yeol;Jeong, Deok-Jin
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.48 no.5
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    • pp.636-642
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    • 1999
  • The synthesis of the 3D images is the most important part of the virtual reality. The ray tracing is the best method for reality in the 3D graphics. But the ray tracing requires long computation time for the synthesis of the 3D images. So, we implement the ray tracing with software and hardware. Specially we design the hit-test unit with FPGA tool for the ray tracing. Hit-test unit is a very important part of ray tracing to improve the speed. In this paper, we proposed a new hit-test algorithm and apply the parallel architecture for hit-test unit to improve the speed. We optimized the arithmetic unit because the critical path of hit-test unit is in the multiplication part. We used the booth algorithm and the baugh-wooley algorithm to reduce the partial product and adapted the CSA and CLA to improve the efficiency of the partial product addition. Our new Ray tracing processor can produce the image about 512ms/F and can be adapted to real-time application with only 10 parallel processors.

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A Ray-Tracing Algorithm Based On Processor Farm Model (프로세서 farm 모델을 이용한 광추적 알고리듬)

  • Lee, Hyo Jong
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.24-30
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    • 1996
  • The ray tracing method, which is one of many photorealistic rendering techniques, requires heavy computational processing to synthesize images. Parallel processing can be used to reduce the computational processing time. A parallel algorithm for the ray tracing has been implemented and executed for various images on transputer systems. In order to develop a scalable parallel algorithm, a processor farming technique has been exploited. Since each image is divided and distributed to each farming processor, the scalability of the parallel system and load balancing are achieved naturally in the proposed algorithm. Efficiency of the parallel algorithm is obtained up to 95% for nine processors. However, the best size of a distributed task is much higher in simple images due to less computational requirement for every pixel. Efficiency degradation is observed for large granularity tasks because of load unbalancing caused by the large task. Overall, transputer systems behave as good scalable parallel processing system with respect to the cost-performance ratio.

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An Algorithm of MIP-Map Level Selection for Ray-Traced Texture Mapping (광선 추적법 텍스쳐 매핑을 위한 MIP-Map 수준 선택 알고리즘 연구)

  • Park, Woo-Chan;Kim, Dong-Seok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.73-80
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    • 2010
  • This paper proposes an effective method to select MIP-Map level of texture images for ray-traced texture mapping. This MIP-Map level selection method requires only the total length of intersected ray. By supporting MIP-Map for texture mapping, we can reduce the texture aliasing effects, while our approach decreases rendering performance very slightly.

Development of Received Acoustic Pressure Analysis Program of CHA using Beam Tracing Method (Beam Tracing 기법을 이용한 수동 소나 센서의 수신 음압해석 프로그램 개발)

  • Kwon, Hyun-Wung;Hong, Suk-Yoon;Song, Jee-Hun;Jeon, Jae Jin;Seo, Young-Soo
    • Journal of the Society of Naval Architects of Korea
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    • v.50 no.3
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    • pp.190-198
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    • 2013
  • In order to predict acoustic pressure distributions by exterior incident wave at Cylindrical Hydrophone Array (CHA) sensor's positions, acoustic pressure analysis is performed by using beam tracing method. Beam tracing method is well-known of reliable pressure analysis methods at high-frequency range. When an acoustic noise source is located at the center of rectangular room, acoustic pressure analysis is performed by using both beam tracing method and Power Flow Boundary Element Method (PFBEM). By comparing with results of beam tracing method and those of PFBEM, the accuracy of beam tracing method is verified. We develop the CHA pressure analysis program by verified beam tracing method. The developed software is composed of model input, sensor array creator, analysis option, solver and post-processor. We can choose a model option of 2D or 3D. The sensor array generator is connected to a sonar which is composed of center position, bottom, top and angle between sensors. We also can choose an analysis option such as analysis frequency, beam number, reflect number, etc. The solver module calculates the ray paths, acoustic pressure and result of generating beams. We apply the program to 2D and 3D CHA models, and their results are reliable.

Development of Post-Processor for Fire Simulation (화재 시뮬레이션을 위한 후처리장치 개발)

  • Hur S.;Chang J.;Hur N.
    • Journal of computational fluids engineering
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    • v.7 no.3
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    • pp.27-34
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    • 2002
  • When caught in a fire inside a building or a tunnel the generated smoke is the main cause of the bad visibility, which makes it difficult for a person to find escape route. Therefore of the fire simulation it is required to visualize the simulated results of smoke realistically form a viewpoint of a person caught in a fire. In the present study, developed is a CFD post-processor which can visualize the object through smoke from the results of CFD fire simulation. Examples of some applications of the program are shown in the paper.

Effective Ray-tracing based Rendering Methods for Point Cloud Data in Mobile Environments (모바일 환경에서 점 구름 데이터에 대한 효과적인 광선 추적 기반 렌더링 기법)

  • Woong Seo;Youngwook Kim;Kiseo Park;Yerin Kim;Insung Ihm
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.93-103
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    • 2023
  • The problem of reconstructing three-dimensional models of people and objects from color and depth images captured by low-cost RGB-D cameras has long been an active research area in computer graphics. Color and depth images captured by low-cost RGB-D cameras are represented as point clouds in three-dimensional space, which correspond to discrete values in a continuous three-dimensional space and require additional surface reconstruction compared to rendering using polygonal models. In this paper, we propose an effective ray-tracing based technique for visualizing point clouds rather than polygonal models. In particular, our method shows the possibility of an effective rendering method even in mobile environment which has limited performance due to processor heat and lack of battery.