HAL (France)
open access
Data structures and construction algorithms for real-time raytracing on the GPU
Raytracing is at the core of many rendering algorithms to compute shadows, reflections, or global illumination. Initially restricted to offline rendering for performance reasons, the introduction of dedicated hardware instructions for raytracing in graphics processors (GPU) has enabled its use for r
Conceptio Open Archive
Analyze & explore related research in Conceptio
Connect this record directly into your research workflow or AI agent. Explore citations across open repositories, query full text, and export structured proof bundles.
This document is indexed with metadata only: full text is not available in the archive for this record. Open the official source ↗
Related documents
- Fast Differentiable SVD on GPU via Polar Decomposition#1116836
- Hard Vision, Easy Vision: What GPT-6 Astra Reveals Across Computer Vision#1130367
- A Hybrid and Hierarchical Ray Tracing Method for Efficient 3D Gaussian Rendering#1297850
- Info3R: Information-Adaptive Test-Time Training for 3D Reconstruction#1036326
- CTA-Pipelining: A Latency-Oriented Spatial Scaling Method for Multi-GPU Systems#353035
Record · ID 1235598
Retrieved via Conceptio: every document is proof-bundled with source, license, and retrieval metadata.
Retrieved via Conceptio: every document is proof-bundled with source, license, and retrieval metadata.
Bring this data into your agent: Connect via MCP or API · 20 free credits to start · no card required
Read the Docs → · View CLI source on GitHub · Conceptio Open Knowledge Archive
Read the Docs → · View CLI source on GitHub · Conceptio Open Knowledge Archive