Higher Order Primitives on the GPU
Dipl.-Ing. Hans-Friedrich Pabst
Prof. Dr. Bernd Fröhlich
Content
We implement an efficient algorithm for direct rendering of higher order primitives. We utilize the bounding volumes and intersect each ray with the corresponding object. Some acceleration or quality improvements will be evaluated.
Time and Location
- Wednesday, 11:00 to 12:00
- Bauhausstr. 11, Corridor (room 117)
Talks
- 2005-10-19
- Introduction
- Startup Workshop
- 2005-10-20
- Shading Languages
- GPU-Programming