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dc.contributor.authorDietrich, Andreasen_US
dc.contributor.authorWurster, Janen_US
dc.contributor.authorKam, Ericen_US
dc.contributor.authorGierlinger, Thomasen_US
dc.contributor.editorSteinberger, Markus and Foley, Timen_US
dc.date.accessioned2019-07-11T06:52:40Z
dc.date.available2019-07-11T06:52:40Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-092-5
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20191196
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20191196
dc.description.abstractAlthough interactive ray tracing has been around since the late 1990s, real-time frame rates had so far only been feasible for low and mid-size screen resolutions. Recent developments in GPU hardware, that specifically accelerate ray tracing, make it possible for the first time to target head-mounted displays (HMDs), which require constant high frame rates as well as high resolution images for each eye. This allows for utilizing ray tracing algorithms in novel virtual reality scenarios, which are impractical to do with rasterization. In this short paper we present our experiences of applying real-time ray tracing to the problem of detecting cosmetic defects in sheet metal stamping simulations by creating a virtual light cage.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectRay tracing
dc.subjectScientific visualization
dc.subjectHuman
dc.subjectcentered computing
dc.subjectVirtual reality
dc.subjectVisualization systems and tools
dc.titleReal-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defectsen_US
dc.description.seriesinformationHigh-Performance Graphics - Short Papers
dc.description.sectionheadersRasterization Techniques and Ray-Tracing Applications
dc.identifier.doi10.2312/hpg.20191196
dc.identifier.pages51-55


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