SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
An efficient ray-polygon intersection
Graphics gems
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
An improved illumination model for shaded display
Communications of the ACM
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Graphics Tools: The JGT Editors' Choice
Graphics Tools: The JGT Editors' Choice
Computer Architecture, Fourth Edition: A Quantitative Approach
Computer Architecture, Fourth Edition: A Quantitative Approach
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Many-core processors have a vast potential to achieve interactive photo-realistic image synthesis by ray tracing. However, they need new efforts in program design to extract their performance. This paper proposes an architectureaware ray-triangle intersection test algorithm. As the raytriangle tests are the highest cost kernel in ray tracing, this paper explores an effective design and implementation of an intersection algorithm on a graphics processing unit (GPU) with many cores, and evaluates its performance through several experiments. Our intersection algorithm implementation can achieve the fast intersection tests by high-performance parallel processing on a many-core GPU with effective data management and load balancing. Experimental results show that our intersection algorithm on a 128-core GPU achieves 105 times faster intersection tests than that on a single-core processor. These results indicate that our intersection algorithm is promising in the coming era of many-core processors.