ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
An improved illumination model for shaded display
Communications of the ACM
Multidimensional binary search trees used for associative searching
Communications of the ACM
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Fast 3D triangle-box overlap testing
Journal of Graphics Tools
Breadth-First Ray Tracing Utilizing Uniform Spatial Subdivision
IEEE Transactions on Visualization and Computer Graphics
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
On visible surface generation by a priori tree structures
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
Realtime ray tracing of dynamic scenes on an FPGA chip
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
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Grid Creation Strategies for Efficient 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
Terminating Spatial Hierarchies by A Priori Bounding Memory
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Faster incoherent rays: Multi-BVH ray stream tracing
Proceedings of the Conference on High Performance Graphics 2009
Compact, fast and robust grids for ray tracing
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Geometry Presorting for Implicit Object Space Partitioning
Computer Graphics Forum
Efficient divide-and-conquer ray tracing using ray sampling
Proceedings of the 5th High-Performance Graphics Conference
Parallel divide and conquer ray tracing
SIGGRAPH Asia 2013 Technical Briefs
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We present an efficient ray-tracing algorithm which, for the first time, does not store any data structures when performing spatial subdivisions, and directly computes intersections inside the scene. This new algorithm is often faster than comparable ray-tracing methods at rendering dynamic scenes, and has a similar level of performance when compared to static ray-tracers. Memory management is made minimal and deterministic, which simplifies ray-tracing engineering, as spatial subdivision data structures are no longer considered in the graphics pipeline. This is possible with a modification of Whitted's naive ray-tracing algorithm by using a divide-and-conquer approach, and by having a sufficient collection of rays in order to reduce the complexity of naive ray-tracing. In particular, the algorithm excels at spontaneously solving large Ray/Primitive intersection problems.