Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering participating media with bidirectional path tracing
Proceedings of the eurographics workshop on Rendering techniques '96
An improved illumination model for shaded display
Communications of the ACM
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Active thread compaction for GPU path tracing
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Ray tracing visualization toolkit
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
A path space extension for robust light transport simulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Axis-aligned filtering for interactive physically-based diffuse indirect lighting
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Megakernels considered harmful: wavefront path tracing on GPUs
Proceedings of the 5th High-Performance Graphics Conference
Mining effective parallelism from hidden coherence for GPU based path tracing
SIGGRAPH Asia 2013 Technical Briefs
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Monte Carlo Light Transport algorithms such as Path Tracing (PT), Bi-Directional Path Tracing (BDPT) and Metropolis Light Transport (MLT) make use of random walks to sample light transport paths. When parallelizing these algorithms on the GPU the stochastic termination of random walks results in an uneven workload between samples, which reduces SIMD efficiency. In this paper we propose to combine stream compaction and sample regeneration to keep SIMD efficiency high during random walk construction, in spite of stochastic termination. Furthermore, for BDPT and MLT, we propose to evaluate all bidirectional connections of a sample in parallel in order to balance the workload between GPU threads and improve SIMD efficiency during sample evaluation. We present efficient parallel GPU-only implementations for PT, BDPT, and MLT in CUDA. We show that our GPU implementations outperform similar CPU implementations by an order of magnitude.