SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
An improved illumination model for shaded display
Communications of the ACM
LLVM: A Compilation Framework for Lifelong Program Analysis & Transformation
Proceedings of the international symposium on Code generation and optimization: feedback-directed and runtime optimization
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Real-time Ray Tracing through the Eyes of a Game Developer
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Spatial splits in bounding volume hierarchies
Proceedings of the Conference on High Performance Graphics 2009
Hardware-accelerated global illumination by image space photon mapping
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
Task management for irregular-parallel workloads on the GPU
Proceedings of the Conference on High Performance Graphics
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
Using perceptual features to prioritize ray-based image generation
I3D '11 Symposium on Interactive 3D Graphics and Games
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
T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Proceedings of the 2011 SIGGRAPH Asia Conference
Stylization-based ray prioritization for guaranteed frame rates
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering
SIMD re-convergence at thread frontiers
Proceedings of the 44th Annual IEEE/ACM International Symposium on Microarchitecture
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Adaptive image-based intersection volume
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
International Journal of High Performance Computing Applications
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Special Section on CANS: Ray prioritization using stylization and visual saliency
Computers and Graphics
Nested data-parallelism on the gpu
Proceedings of the 17th ACM SIGPLAN international conference on Functional programming
Softshell: dynamic scheduling on GPUs
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Adaptive rendering with non-local means filtering
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Coherent out-of-core point-based global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Fast estimation and rendering of indirect highlights
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Realistic lighting simulation for interactive VR applications
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Real-time ray tracer for visualizing massive models on a cluster
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
Multi-Layered Automultiscopic Displays
Computer Graphics Forum
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
VEA 2012: Interactive image/video retexturing using GPU parallelism
Computers and Graphics
Real-time simulation and visualization of human vision through eyeglasses on the GPU
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Communications of the ACM
Toward practical real-time photon mapping: efficient GPU density estimation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Adaptive progressive photon mapping
ACM Transactions on Graphics (TOG)
Kernel Weaver: Automatically Fusing Database Primitives for Efficient GPU Computation
MICRO-45 Proceedings of the 2012 45th Annual IEEE/ACM International Symposium on Microarchitecture
Axis-aligned filtering for interactive physically-based diffuse indirect lighting
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Global illumination with radiance regression functions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
A hardware unit for fast SAH-optimised BVH construction
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
PixelPie: maximal Poisson-disk sampling with rasterization
Proceedings of the 5th High-Performance Graphics Conference
Megakernels considered harmful: wavefront path tracing on GPUs
Proceedings of the 5th High-Performance Graphics Conference
ACM Transactions on Graphics (TOG)
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
Technical Section: Interactive high fidelity visualization of complex materials on the GPU
Computers and Graphics
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
GPU-accelerated molecular visualization on petascale supercomputing platforms
UltraVis '13 Proceedings of the 8th International Workshop on Ultrascale Visualization
Parallel processing of intersections for ray-tracing in application-specific processors and GPGPUs
Microprocessors & Microsystems
GPU-optimized volume ray tracing for massive numbers of rays in radiotherapy
ACM Transactions on Embedded Computing Systems (TECS)
Ambient obscurance baking on the GPU
SIGGRAPH Asia 2013 Technical Briefs
Computation of components' interfaces in highly complex assemblies
Computer-Aided Design
Red Fox: An Execution Environment for Relational Query Processing on GPUs
Proceedings of Annual IEEE/ACM International Symposium on Code Generation and Optimization
Extending a distributed virtual reality system with exchangeable rendering back-ends
The Visual Computer: International Journal of Computer Graphics
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The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation that most ray tracing algorithms can be implemented using a small set of programmable operations. Consequently, the core of OptiX is a domain-specific just-in-time compiler that generates custom ray tracing kernels by combining user-supplied programs for ray generation, material shading, object intersection, and scene traversal. This enables the implementation of a highly diverse set of ray tracing-based algorithms and applications, including interactive rendering, offline rendering, collision detection systems, artificial intelligence queries, and scientific simulations such as sound propagation. OptiX achieves high performance through a compact object model and application of several ray tracing-specific compiler optimizations. For ease of use it exposes a single-ray programming model with full support for recursion and a dynamic dispatch mechanism similar to virtual function calls.