2017 IEEE International Conference on Consumer Electronics (ICCE) 2017
DOI: 10.1109/icce.2017.7889353
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Fast stereoscopic rendering on mobile ray tracing GPU for virtual reality applications

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Cited by 7 publications
(5 citation statements)
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“…The scene's AABB is subdivided into cubic cells whose size is chosen to be as fine as possible, while the number of geometry cells, which intersect with an object ("# of geom. cells"), cannot exceed 65,536 (=2 16 ). In the table, "Cell resolution" shows how finely the scene space is tessellated in cubic cells.…”
Section: Quantization Of Vertex Attributesmentioning
confidence: 98%
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“…The scene's AABB is subdivided into cubic cells whose size is chosen to be as fine as possible, while the number of geometry cells, which intersect with an object ("# of geom. cells"), cannot exceed 65,536 (=2 16 ). In the table, "Cell resolution" shows how finely the scene space is tessellated in cubic cells.…”
Section: Quantization Of Vertex Attributesmentioning
confidence: 98%
“…Modern high-end PC GPUs often enable real-time ray tracing for nontrivial 3D scenes [5]. On the other hand, despite the endeavors dedicated to developing a mobile accelerator for ray tracing [6,[15][16][17], a single modern mobile GPU still does not provide enough performance for real-time rendering of large 3D scenes.…”
Section: Related Workmentioning
confidence: 99%
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