An introduction to ray tracing
An introduction to ray tracing
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
Real-Time Rendering
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
VRML Scene Graphs on an Interactive Ray Tracing Engine
VR '04 Proceedings of the IEEE Virtual Reality 2004
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Distributed Interactive Ray Tracing of Dynamic Scenes
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Some techniques for shading machine renderings of solids
AFIPS '68 (Spring) Proceedings of the April 30--May 2, 1968, spring joint computer conference
DRONE: A Flexible Framework for Distributed Rendering and Display
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
XML3D: interactive 3D graphics for the web
Proceedings of the 15th International Conference on Web 3D Technology
ISReal: an open platform for semantic-based 3D simulations in the 3D internet
ISWC'10 Proceedings of the 9th international semantic web conference on The semantic web - Volume Part II
Xflow: declarative data processing for the web
Proceedings of the 17th International Conference on 3D Web Technology
Proceedings of the 18th International Conference on 3D Web Technology
Extending a distributed virtual reality system with exchangeable rendering back-ends
The Visual Computer: International Journal of Computer Graphics
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VRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most existing scene graph implementations are tightly integrated with rasterization APIs, which have difficulties simulating advanced global lighting effects. Conversely, complex photo-realistic effects are naturally supported by ray tracing based rendering algorithms [Glassner 1989]. Due to recent research advances and the constantly increasing computing power of commodity PCs, ray tracing is emerging as an interesting alternative for interactive applications. In this paper we present RTSG (Real-Time Scene Graph), a flexible scene management and rendering system. RTSG is X3D-compliant and has been designed to efficiently support both ray tracing and rasterization using a backend-independent rendering infrastructure. We describe two ray tracing and one rasterization backends and demonstrate that they achieve real-time rendering performance.