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113
Transformation of amplitudes at an interface between two inhomogeneous weakly anisotropic media
"... We perform an important step to extend the applicability of the firstorder ray tracing (FORT) and dynamic ray tracing (FODRT) procedures to laterally varying layered, weakly anisotropic media. We present formulae for transformation of the amplitude of an incident P or coupled S wave into the ampli ..."
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We perform an important step to extend the applicability of the firstorder ray tracing (FORT) and dynamic ray tracing (FODRT) procedures to laterally varying layered, weakly anisotropic media. We present formulae for transformation of the amplitude of an incident P or coupled S wave
Block modeling and segmentally iterative ray tracing in complex 3D media
"... We propose using a set of blocks to approximate geologically complex media that cannot be well described by layered models. Interfaces between blocks are triangulated to prevent overlaps or gaps often produced by other techniques, such as Bsplines, and to speed up the calculation of intersection ..."
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of intersection points between a ray and block interfaces. We also use a smoothing algorithm to make the normal vector of each triangle continuous at the boundary, so that ray tracing can be performed with stability and accuracy. Based on Fermat’s principle, we perturb an initial raypath between two points
38 Nu clear Tech nol ogy & Ra di a tion Pro tec tion – 1/2009 STUDY OF IN FLU ENCE OF BUILDUP FAC TOR FORM ON
"... The ob jec tive of the study pre sented in this pa per is the anal y sis of in flu ence of dif ferent buildup fac tor forms on a sim u lated ra dio graphic im age. Sim u lated ra dio graphic im ages are ob tained by means of the raytrac ing tech nique. Scat tered pho tons are mod elled us ing the ..."
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The ob jec tive of the study pre sented in this pa per is the anal y sis of in flu ence of dif ferent buildup fac tor forms on a sim u lated ra dio graphic im age. Sim u lated ra dio graphic im ages are ob tained by means of the raytrac ing tech nique. Scat tered pho tons are mod elled us ing
unknown title
"... Abstract Improvements in hardware have recently made interactive ray trac ing practical for some applications. However, when the scene com plexity or rendering algorithm cost is high, the frame rate is too low in practice. Researchers have attempted to solve this problem by caching results from ray ..."
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Abstract Improvements in hardware have recently made interactive ray trac ing practical for some applications. However, when the scene com plexity or rendering algorithm cost is high, the frame rate is too low in practice. Researchers have attempted to solve this problem by caching results from
SGRT: A Mobile GPU Architecture for RealTime Ray Tracing WonJong Lee† ∗ Youngsam Shin † Jaedon Lee † JinWoo Kim ‡ JaeHo Nah§
"... Figure 1: Full ray traced (including shading and bilinear filtered texturing) scenes by our GPU on a FPGA platform: Ferrari (left, 210K triangles) and Fairy (right, 170K triangles). Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, realtim ..."
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time ray tracing has attracted considerable attention. Unfortunately, ray tracing in the current mobile environment is very difficult because of inadequate computing power, memory bandwidth, and flexibility in mobile GPUs. In this paper, we present a novel mobile GPU architecture called SGRT (Samsung
(A) A CALCULATION OF POSITRON SOURCE YIELDS”
"... Two recent failures of the positron source solenoid have led to a desi.gn study of more conservative coils. A Monte Carlo program has been used to.calculate the dis,tribution in phase space of the electromagnetic shower from the target of the SIAC positron source. Positron and electron yields were c ..."
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calculated for copper and tungsten targets. A ray tracing program was used to calculate the acceptance of the focusing system. The existmg source makes use of an adiabatically tapered solenoid. The yield of this system has been compared with 3 alternatives: two possible modifications of the tapered solenoid
Online Submission ID: papers 0028 Nonlinear Beam Tracing on a GPU
"... Figure 1: Nonlinear beam tracing on a GPU. This scene contains a mirror teapot reflecting complex objects in fully dynamic motions. Such kinds of scenes are difficult to render efficiently via ray tracing but easy for our polygon rasterization based approach. See Section 5 for detailed performance s ..."
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point. A major strength of our algorithm is that it naturally supports fully dynamic scenes as it does not rely on acceleration data structures required for ray tracing. Utilizing our approach, nonlinear global illumination effects can be rendered in realtime on a commodity GPU under a unified
unknown title
"... tic io the sed e op ve pr meth 20, 1 to find the refractive index on slices of an isolated crystalline lens and then to reconstruct the threedimensional ~3D! index distribution. Currently available nondestructive methods of index recons ever, the registered image of the sampling rays is distorted ..."
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Analysis To compute the paths of sampling rays distorted by the lens, we need to solve two problems. First, given the model index distribution in the sagittal plane, we compute the true ray paths by the use of ray tracing.7,9 Then we must perform 3D ray tracing to find the distorted image of the sampling
PERFORMANCE ENHANCEMENTS OF MONTE CARLO PARTICLE TRACING ALGORITHMS FOR LARGE, ARBITRARY GEOMETRIES
"... Drawing on techniques used in the computer graphics field of ray tracing, an efficient algorithm for tracing particles in large, arbitrary geometries containing nonparticipating media is presented. An efficient intersection algorithm for arbitrary triangles and/or convex planar quadrilaterals is dis ..."
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is discussed in detail. Several techniques used in ray tracing to limit the number of surfaces tested are discussed and the method of uniform spatial division (USD) is implemented. The “mailbox ” technique is also covered. To determine the efficiency of the intersection algorithm, and USD, timing results
Efficient divideandconquer ray tracing using ray sampling
, 2013
"... Divideandconquer ray tracing (DACRT) methods solve intersection problems between large numbers of rays and primitives by recursively subdividing the problem size until it can be easily solved. Previous DACRT methods subdivide the intersection problem based on the distribution of primitives only, ..."
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Cited by 2 (0 self)
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Divideandconquer ray tracing (DACRT) methods solve intersection problems between large numbers of rays and primitives by recursively subdividing the problem size until it can be easily solved. Previous DACRT methods subdivide the intersection problem based on the distribution of primitives only
Results 1  10
of
113