A hardware processing unit for point sets
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Visualization of Industrial Structures with Implicit GPU Primitives
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Object partitioning considered harmful: space subdivision for BVHs
Proceedings of the Conference on High Performance Graphics 2009
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Stream compaction for deferred shading
Proceedings of the Conference on High Performance Graphics 2009
Real-Time Ray Tracing with CUDA
ICA3PP '09 Proceedings of the 9th International Conference on Algorithms and Architectures for Parallel Processing
TRaX: a multicore hardware architecture for real-time ray tracing
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
Stochastic path tracing on consumer graphics cards
Proceedings of the 24th Spring Conference on Computer Graphics
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Ray casting using a roped BVH with CUDA
Proceedings of the 25th Spring Conference on Computer Graphics
GPU-based parallel collision detection for fast motion planning
International Journal of Robotics Research
Ray tracing visualization toolkit
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Technical Section: Visibility driven BVH build up algorithm for ray tracing
Computers and Graphics
Geometry Presorting for Implicit Object Space Partitioning
Computer Graphics Forum
Compact, fast and robust grids for ray tracing
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Guided image filtering for interactive high-quality global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Interactive global photon mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Hybrid ray tracing and path tracing of Bezier surfaces using a mixed hierarchy
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
An energy and bandwidth efficient ray tracing architecture
Proceedings of the 5th High-Performance Graphics Conference
General transformations for GPU execution of tree traversals
SC '13 Proceedings of the International Conference on High Performance Computing, Networking, Storage and Analysis
GPU ray tracing: comparative study on ray-triangle intersection algorithms
Transactions on Computational Science XIX
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Recent GPU ray tracers can already achieve performance competitive to that of their CPU counterparts. Nevertheless, these systems can not yet fully exploit the capabilities of modern GPUs and can only handle medium-sized, static scenes. In this paper we present a BVH-based GPU ray tracer with a parallel packet traversal algorithm using a shared stack. We also present a fast, CPU-based BVH construction algorithm which very accurately approximates the surface area heuristic using streamed binning while still being one order of magnitude faster than previously published results. Furthermore, using a BVH allows us to push the size limit of supported scenes on the GPU: We can now ray trace the 12.7 million triangle POWER PLANT at 1024×1024 image resolution with 3 fps, including shading and shadows.