Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficiency issues for ray tracing
Journal of Graphics Tools
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Realistic Ray Tracing
Ray tracing on a stream processor
Ray tracing on a stream processor
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 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
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Whitted ray-tracing for dynamic scenes using a ray-space hierarchy on the GPU
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Efficient stack-less BVH traversal for ray tracing
Proceedings of the 27th Spring Conference on Computer Graphics
GPU ray tracing: comparative study on ray-triangle intersection algorithms
Transactions on Computational Science XIX
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In this paper, we present a real-time ray caster implemented on GPU using CUDA. It uses a BVH augmented with ropes that is traversed with ray packets to speed up performance. We present two algorithms making use of ray packets, packet-warp and packet-block, which set the packet size to a warp and a block, respectively. We also analyze the influence of the packet size and packet shape by testing several configurations. Finally, we compare the time results we have obtained to previous related papers over a batch of usual scenes.