Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
An improved illumination model for shaded display
Communications of the ACM
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
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The graphics processors (GPUs) have recently emerged as a low-cost alternative for parallel programming. Since modern GPUs have great computational power as well as high memory bandwidth, running ray tracing on them has been an active field of research in computer graphics in recent years. Furthermore, the introduction of CUDA, a novel GPGPU architecture, has removed several limitations that the traditional GPU-based ray tracing suffered. In this paper, an implementation of high per formance CUDA ray tracing is demonstrated. We focus on the perfor mance and show how our design choices in various optimization lead to an implementation that outperforms the previous works. For reasonably complex scenes with simple shading, our implementation achieves the performance of 30 to 43 million traced rays per second. Our implementation also includes the effects of recursive specular reflection and refraction, which were less discussed in previous GPU-based ray tracing works.