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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Task Parallelism For Ray Tracing On A Gpu Cluster

Unlu, Caglar 01 February 2008 (has links) (PDF)
Ray tracing is a computationally complex global illumination algorithm that is used for producing realistic images. In addition to parallel implementations on commodity PC clusters, recently, Graphics Processing Units (GPU) have also been used to accelerate ray tracing. In this thesis, ray tracing is accelerated on a GPU cluster where the viewing plane is divided into unit tiles. Slave processes work on these tiles in a task parallel manner which are dynamically assigned to them. To decrease the number of ray-triangle intersection tests, Bounding Volume Hierarchies (BVH) are used. It is shown that almost linear speedup can be achieved. On the other hand, it is observed that API and network overheads are obstacles for scalability.
2

Raytracing pro GPUEngine / Raytracing for GPUEngine

Novák, David January 2019 (has links)
The main goal of this thesis is ray tracing optimization, especially with the use of acceleration data structure. It'll be focused on discretion about various structure build strategies and their traversal. Different algorithms on the CPU and on the GPU will be implemented and compared in the thesis, specifically will be compared the speed of build and final structure quality, which have a direct influence on ray tracing performance. A ray tracing application will be implemented for the purpose of the acceleration structure quality test. A part with acceleration structure building will be added to GPUEngine library.
3

A Zoomable 3D User Interface using Uniform Grids and Scene Graphs

Rinne, Vidar January 2011 (has links)
Zoomable user interfaces (ZUIs) have been studied for a long time and many applications are built upon them. Most applications, however, only use two dimensions to express the content. This report presents a solution using all three dimensions where the base features are built as a framework with uniform grids and scene graphs as primary data structures. The purpose of these data structures is to improve performance while maintaining flexibility when creating and handling three-dimensional objects. A 3D-ZUI is able to represent the view of the world and its objects in a more lifelike manner. It is possible to interact with the objects much in the same way as in real world. By developing a prototype framework as well as some example applications, the usefulness of 3D-ZUIs is illustrated. Since the framework relies on abstraction and object-oriented principles it is easy to maintain and extend it as needed. The currently implemented data structures are well motivated for a large scale 3D-ZUI in terms of accelerated collision detection and picking and they also provide a flexible base when developing applications. It is possible to further improve performance of the framework, for example by supporting different types of culling and levels of detail

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