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Computing / Bounding interval hierarchy / Bounding volume hierarchy / Space partitioning / Hidden surface determination / Bounding volume / Binary space partitioning / Ray tracing / Rendering / 3D computer graphics / Optics / Imaging


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Document Date: 2006-05-24 04:18:18


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City

Praha / Aachen / Frankfurt am Main / /

Company

Cambridge University Press / AK Peters Ltd. / The Boeing Company / the Boeing / SpheronVR AG / /

Country

Czech Republic / /

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Facility

BART museum / SCI Institute / Bounding Interval Hierarchy BART Museum / University of Utah / Saarland University / On building / Czech Technical University / University of Ulm / /

IndustryTerm

quicksort algorithm / efficient construction algorithm / software ray tracing / greedy algorithms / ray tracing algorithms / industrial applications / efficient software implementations / graphics hardware / construction algorithm / scalar products / rst ray tracing chip / end graphics hardware / even mono-processor systems / dual core processor / ray tracing algorithm / sequential software implementation / tree construction algorithm / /

MarketIndex

case 40 / /

NaturalFeature

Utah Fairy Forest / /

OperatingSystem

Cross-Platform / /

Organization

Cambridge University / University of Utah / Saarland University / Programmable Ray Processing Unit / SCI Institute / U.S. Securities and Exchange Commission / Czech Technical University / Stanford / University of Ulm / Eurographics Association / /

Person

David Kasik / Alexander Keller‡ Abt / Alexander Keller / Stanford Dragon Triangles / Carsten Wächter / Wolfgang Heidrich / Ray Tracing / Tomas Akenine-Möller / Ray Traced Rendering / /

Position

candidate for hardware implementation / /

Product

Boeing 777 / /

ProvinceOrState

Utah / Manitoba / /

PublishedMedium

ACM Transactions on Graphics / Computer Graphics / /

Technology

rst ray tracing chip / efficient construction algorithm / RAM / 2.6 GHz processor / ray tracing algorithm / sorting algorithm / quicksort algorithm / ray tracing algorithms / tree construction algorithm / simulation / animation / Shared Memory / construction algorithm / /

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