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A detailed study of ray tracing performance: render time and energy cost.

, , , , and . Vis. Comput., 34 (6-8): 875-885 (2018)

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Patch Textures: Hardware Implementation of Mesh Colors., , and . High Performance Graphics (Short Papers), page 39-44. Eurographics Association, (2019)Efficient Adaptive Deferred Shading with Hardware Scatter Tiles., , and . Proc. ACM Comput. Graph. Interact. Tech., 3 (2): 11:1-11:17 (2020)Constant-time energy-normalization for the Phong specular BRDFs., and . Vis. Comput., 36 (10): 2029-2038 (2020)A detailed study of ray tracing performance: render time and energy cost., , , , and . Vis. Comput., 34 (6-8): 875-885 (2018)Time Interval Ray Tracing for Motion Blur., , , , and . IEEE Trans. Vis. Comput. Graph., 24 (12): 3225-3238 (2018)Deferred adaptive compute shading., and . High Performance Graphics, page 3:1-3:4. ACM, (2018)Dual streaming for hardware-accelerated ray tracing., , , , , and . High Performance Graphics, page 12:1-12:11. ACM, (2017)Dual-split trees., , , and . I3D, page 3:1-3:9. ACM, (2019)Adaptive deferred shading., , and . I3D, page 187. ACM, (2016)Parameterization of Tabulated BRDFs., and . CGI (Short Papers), page 45-48. ACM, (2016)