Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A low distortion map between disk and square
Journal of Graphics Tools
Collision Detection for Interactive Graphics Applications
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
Spacetime Ray Tracing for Animation
IEEE Computer Graphics and Applications
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
BSGP: bulk-synchronous GPU programming
ACM SIGGRAPH 2008 papers
Multidimensional adaptive sampling and reconstruction for ray tracing
ACM SIGGRAPH 2008 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Real-time Reyes-style adaptive surface subdivision
ACM SIGGRAPH Asia 2008 papers
ACM Transactions on Graphics (TOG)
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Frequency analysis and sheared reconstruction for rendering motion blur
ACM SIGGRAPH 2009 papers
Data-parallel rasterization of micropolygons with defocus and motion blur
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
Depth-of-field rendering with multiview synthesis
ACM SIGGRAPH Asia 2009 papers
ACM SIGGRAPH Asia 2009 papers
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
ACM SIGGRAPH Asia 2009 papers
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
Direct ray tracing of Phong Tessellation
ACM SIGGRAPH ASIA 2010 Sketches
Clipless dual-space bounds for faster stochastic rasterization
ACM SIGGRAPH 2011 papers
MSBVH: an efficient acceleration data structure for ray traced motion blur
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
A shading reuse method for efficient micropolygon ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Direct ray tracing of phong tessellation
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Scalable Programmable Motion Effects on GPUs
Computer Graphics Forum
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
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We present a micropolygon ray tracing algorithm that is capable of efficiently rendering high quality defocus and motion blur effects. A key component of our algorithm is a BVH (bounding volume hierarchy) based on 4D hyper-trapezoids that project into 3D OBBs (oriented bounding boxes) in spatial dimensions. This acceleration structure is able to provide tight bounding volumes for scene geometries, and is thus efficient in pruning intersection tests during ray traversal. More importantly, it can exploit the natural coherence on the time dimension in motion blurred scenes. The structure can be quickly constructed by utilizing the micropolygon grids generated during micropolygon tessellation. Ray tracing of defocused and motion blurred scenes is efficiently performed by traversing the structure. Both the BVH construction and ray traversal are easily implemented on GPUs and integrated into a GPU-based micropolygon renderer. In our experiments, our ray tracer performs up to an order of magnitude faster than the state-of-art rasterizers while consistently delivering an image quality equivalent to a maximum-quality rasterizer. We also demonstrate that the ray tracing algorithm can be extended to handle a variety of effects, such as secondary ray effects and transparency.