Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Ray tracing complex models containing surface tessellations
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Geometry caching for ray-tracing displacement maps
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
"Kilauea": parallel global illumination renderer
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Direct Ray Tracing of Displacement Mapped Triangles
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
The Ray-z-Buffer---An Approach for Ray Tracing Arbitrarily Large Scenes
The Ray-z-Buffer---An Approach for Ray Tracing Arbitrarily Large Scenes
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
R-LODs: fast LOD-based ray tracing of massive models
ACM SIGGRAPH 2006 Sketches
Practical dynamic parallax occlusion mapping
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
Stochastic simplification of aggregate detail
ACM SIGGRAPH 2007 papers
Real-time Reyes-style adaptive surface subdivision
ACM SIGGRAPH Asia 2008 papers
Ray-Strips: A Compact Mesh Representation for Interactive Ray Tracing
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Fast and Lazy Build of Acceleration Structures from Scene Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Dynamic Ray Scheduling to Improve Ray Coherence and Bandwidth Utilization
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Shallow bounding volume hierarchies for fast SIMD ray tracing of incoherent rays
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
An application of scalable massive model interaction using shared-memory systems
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
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)
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Improving Data Locality for Efficient In-Core Path Tracing
Computer Graphics Forum
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We introduce a ray tracing scheme, which is able to handle highly complex geometry modeled by the classic approach of surface patches tessellated to micro-polygons, where the number of micropolygons can exceed the available memory. Two techniques allow us to carry out global illumination computations in such scenes and to trace the resulting incoherent sets of rays efficiently. For one, we rely on a bottom-up technique for building the bounding volume hierarchy (BVH) over tessellated patches in time linear in the number of micro-polygons. Second, we present a highly parallel two-stage ray tracing algorithm, which minimizes the number of tessellation steps by reordering rays. The technique can accelerate rendering scenes that would result in billions of micro-polygons and efficiently handles complex shading operations.