Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
An introduction to ray tracing
An introduction to ray tracing
An improved illumination model for shaded display
Communications of the ACM
Object and Ray Coherence in the Optimization of the Ray Tracing Algorithm
CGI '98 Proceedings of the Computer Graphics International 1998
SIGGRAPH '84 Proceedings of the 11th 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
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Faster ray packets - triangle intersection through vertex culling
ACM SIGGRAPH 2007 posters
Some techniques for shading machine renderings of solids
AFIPS '68 (Spring) Proceedings of the April 30--May 2, 1968, spring joint computer conference
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Traversing an acceleration data structure, such as the Bounding Volume Hierarchy or kD-tree, takes a significant amount of the total time to render a frame in real-time ray tracing. We present a two-phase algorithm based upon the Multi Level Ray-Tracing Algorthm (MLRTA) for finding deep entry points in these tree acceleration data structures in order to speed up traversal. We compare this algorithm to a base MLRTA implementation. Our results indicate an across-the-board decrease in time to find the entry point and deeper entry points. The overall performance of our real-time ray-tracing system shows an increase in frames per second of up to 36% over packet-tracing and 18% over MLRTA. The improvement is algorithmic and is therefore applicable to all architectures and implementations.