Abstract
Rendering of particle data sets is a common problem in many domains including games, film, and scientific visualization. Conventionally, this has been accomplished using rasterization-based splatting methods, which scale linearly with respect to problem size. Given sufficiently low-cost ray traversal with logarithmic complexity, splatting within a ray tracing framework could scale better to larger geometry. In this chapter, we provide a method for efficiently rendering larger particle data, exploiting ray coherence and leveraging hardware-accelerated traversal on architectures such as the NVIDIA RTX 2080 Ti (Turing) GPUs with RT Cores technology.
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Knoll, A., Morley, R.K., Wald, I., Leaf, N., Messmer, P. (2019). Efficient Particle Volume Splatting in a Ray Tracer. In: Haines, E., Akenine-Möller, T. (eds) Ray Tracing Gems. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4427-2_29
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DOI: https://doi.org/10.1007/978-1-4842-4427-2_29
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-4426-5
Online ISBN: 978-1-4842-4427-2
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