Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Fast ray tracing by ray classification
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Efficient, fair interpolation using Catmull-Clark surfaces
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Graphics gems IV
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Multiresolution BSP trees applied to terrain, transparency, and general objects
Proceedings of the conference on Graphics interface '97
Geometry caching for ray-tracing displacement maps
Proceedings of the eurographics workshop on Rendering techniques '96
Subdivision surfaces in character animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Piecewise smooth subdivision surfaces with normal control
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Rendering with mental ray (Vol.1)
Rendering with mental ray (Vol.1)
Scan line methods for displaying parametrically defined surfaces
Communications of the ACM
An improved illumination model for shaded display
Communications of the ACM
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Watertight tessellation using forward differencing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Real-Time Rendering
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Comparing Reyes and OpenGL on a stream architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
BMRT: a global illumination implementation of the RenderMan standard
Journal of Graphics Tools
Dynamic Acceleration Structures for Interactive Ray Tracing
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Path Differentials and Applications
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A fast scan-line algorithm for rendering parametric surfaces
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Design and Implementation of the Maya Renderer
PG '98 Proceedings of the 6th Pacific Conference on Computer Graphics and Applications
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
Interactive ray tracing of free-form surfaces
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Broad-phase collision detection using semi-adjusting BSP-trees
Proceedings of the 2005 symposium on Interactive 3D graphics and games
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Distributed Interactive Ray Tracing of Dynamic Scenes
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
R-LODs: fast LOD-based ray tracing of massive models
The Visual Computer: International Journal of Computer Graphics
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Packet-based whitted and distribution ray tracing
GI '07 Proceedings of Graphics Interface 2007
B-KD trees for hardware accelerated ray tracing of dynamic scenes
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Approximating Catmull-Clark subdivision surfaces with bicubic patches
ACM Transactions on Graphics (TOG)
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Some techniques for shading machine renderings of solids
AFIPS '68 (Spring) Proceedings of the April 30--May 2, 1968, spring joint computer conference
Toward a multicore architecture for real-time ray-tracing
Proceedings of the 41st annual IEEE/ACM International Symposium on Microarchitecture
Real-time Ray Tracing through the Eyes of a Game Developer
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
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
ACM SIGGRAPH Asia 2009 papers
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 papers
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 Talks
Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
A lazy object-space shading architecture with decoupled sampling
Proceedings of the Conference on High Performance Graphics
AnySL: efficient and portable shading for ray tracing
Proceedings of the Conference on High Performance Graphics
ReduceM: interactive and memory efficient ray tracing of large models
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Advanced global illumination using photon mapping
ACM SIGGRAPH 2008 classes
Toward a multicore architecture for real-time ray-tracing
Proceedings of the 41st annual IEEE/ACM International Symposium on Microarchitecture
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Recent work demonstrates that interactive ray tracing is possible on desktop systems, but there is still much debate as to how to most efficiently support advanced visual effects such as soft shadows, smooth freeform surfaces, complex shading, and animated scenes. With these challenges in mind, we reconsider the options for designing a rendering system and present Razor, a new software rendering architecture for distribution ray tracing designed to produce high-quality images with high performance on future single-chip many-core hardware. Razor includes two noteworthy capabilities: a set of techniques for quickly building the kd-tree acceleration structure on demand every frame from a scene graph and a system design that allows for crack-free multiresolution geometry with each ray independently choosing its geometry resolution. Razor's per-frame kd-tree build is designed to robustly handle arbitrarily scene animation, while its per-ray multiresolution geometry provides continuous level of detail driven by ray and path differentials. Razor also decouples shading from visibility computations using a two-phase shading scheme inspired by the REYES system, and caches tessellated representations of freeform surfaces at multiple levels of detail. We present experimental results gathered from a prototype system implemented on eight CPU cores, and discuss which aspects of the system are most successful and which would benefit from further investigation.