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CUDA Ray Tracer

Ray tracer on the GPU using CUDA

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CUDA Ray Tracer | cudaraytracer.blogspot.com Reviews
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Ray tracer on the GPU using CUDA
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1 cuda ray tracer
2 am i done
3 not yet
4 final images
5 progress so far
6 obj file loader
7 area lights
8 posted by
9 tiju thomas
10 no comments
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cuda ray tracer,am i done,not yet,final images,progress so far,obj file loader,area lights,posted by,tiju thomas,no comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,reflection and refraction,refection and refraction,notes
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CUDA Ray Tracer | cudaraytracer.blogspot.com Reviews

https://cudaraytracer.blogspot.com

Ray tracer on the GPU using CUDA

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1

CUDA Ray Tracer: Introduction

http://cudaraytracer.blogspot.com/2012/09/introduction.html

Ray tracer on the GPU using CUDA. Friday, September 21, 2012. I am working on a Ray Tracer using CUDA as part of my GPU course at UPenn. This page will be used to show my progress. The goal is to render scenes using a simple ray tracer on the GPU. I am primarily using the GeForce GT 650M card with 384 Cuda cores. Specifications can be found here. In this project, base code has been given for:. Loading, reading, and storing the TAKUA. A renderer created by the TA for the course) scene description format.

2

CUDA Ray Tracer: Ray Casting

http://cudaraytracer.blogspot.com/2012/09/ray-casting.html

Ray tracer on the GPU using CUDA. Tuesday, September 25, 2012. The ray casting is parallely performed for each pixel of the image and so it is pretty fast. Figure out how recursion will work on the GPU. Call kernel functions for reflected and refracted rays. Subscribe to: Post Comments (Atom). View my complete profile. Awesome Inc. theme. Powered by Blogger.

3

CUDA Ray Tracer: Am I Done??? Not Yet ...

http://cudaraytracer.blogspot.com/2012/09/am-i-done-not-yet.html

Ray tracer on the GPU using CUDA. Sunday, September 30, 2012. Scene with reflections, refraction, anti-aliasing, transparent shadows. Simple Scene showing specular reflection. The transmittance and reflectivity seen above are calculated using Fresnel's equations. Have implemented supersampled antialiasing, but it is done sequentially. It is done using 4 jittered samples in addition to the normal ray. The normal ray is given more weightage over the jittered points. The image below shows the.

4

CUDA Ray Tracer: Reflection and Refraction

http://cudaraytracer.blogspot.com/2012/09/reflection-and-refraction.html

Ray tracer on the GPU using CUDA. Friday, September 28, 2012. Was able to achieve reflection as well as refraction in the scene. Refraction is based on Snell's law and have also written code for internal reflection if the incident angle is greater than the critical angle while calculating refraction. Refractive Index = 2.2. Refractive Index = 1.3. Try out anti-aliasing to smoothen out the image. Obj Loader, if time permits. Stream Compaction (before changing it to a Path Tracer). View my complete profile.

5

CUDA Ray Tracer: Flat Shading

http://cudaraytracer.blogspot.com/2012/09/flat-shading.html

Ray tracer on the GPU using CUDA. Thursday, September 27, 2012. Have grouped rays together and calling into cuda kernels for the rays array instead of by pixels. Have written code to handle both reflections as well as refractions. So each ray may generate 2 rays if it a transparent reflecting object. Currently I am organizing the threads by going to the CPU and going back to the GPU. Handle just pure reflection or pure refraction directly on the GPU without going back to the CPU. View my complete profile.

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tijugraphics.blogspot.com tijugraphics.blogspot.com

Graphics Projects: November 2012

http://tijugraphics.blogspot.com/2012_11_01_archive.html

Wednesday, November 21, 2012. Creating tessellated terrain using the OpenGL tessellation shader. Http:/ gputerrain.blogspot.com. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Implementation of different vertex and fragment shaders in the link below. Http:/ glslvsfs.blogspot.com. Friday, November 9, 2012. Various Image Processing Techniques using GLSL: http:/ glslImageProcessing.blogspot.com/. Thursday, November 8, 2012. Friday, November 2, 2012. Cloth Tearing (Rip Me). Subscribe to: Posts (Atom).

tijugraphics.blogspot.com tijugraphics.blogspot.com

Graphics Projects: CUDA Ray Tracer

http://tijugraphics.blogspot.com/2012/11/cuda-path-tracer.html

Friday, November 2, 2012. A ray tracer built on the GPU using CUDA. The blog can be found at http:/ cudaraytracer.blogspot.com. Subscribe to: Post Comments (Atom). Cloth Tearing (Rip Me). View my complete profile. Awesome Inc. theme. Powered by Blogger.

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CUDA Path Tracer: Introduction

http://cudapathtracer.blogspot.com/2012/10/introduction.html

Sunday, October 7, 2012. I was working on a CUDA ray tracer ( http:/ cudaraytracer.blogspot.com/. As an initial stab into a GPU path tracer that I want to build. This is part of my GPU coursework at University of Pennsylvania. I am using the GeForce GT 650M card with 384 Cuda cores. Specifications can be found here. I will be working off my ray tracer which was built on a base code provided by the TA for the class. We need to implement the following features:. Fresnel-based Refraction, i.e. glass.

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CUDA Rastrerizer

Monday, November 19, 2012. Implemented averaged vertex normals, which gives a smooth appearance to the model. Smooth surface by averaging normals. Sunday, November 4, 2012. The following have now been implemented:. This is implemented as part of the rasterizer, which ignores the faces facing away from the viewer using the normal data. For flat shading of a scaled up, rotated version of the cow I get. The same fps with or without back face culling. Just over 2700 triangles were culled in this view. I got ...

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CUDA Ray Tracer

Ray tracer on the GPU using CUDA. Sunday, September 30, 2012. Scene with reflections, refraction, anti-aliasing, transparent shadows. Simple Scene showing specular reflection. The transmittance and reflectivity seen above are calculated using Fresnel's equations. Have implemented supersampled antialiasing, but it is done sequentially. It is done using 4 jittered samples in addition to the normal ray. The normal ray is given more weightage over the jittered points. The image below shows the. I am calling...

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Cuda Ray Tracing

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