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
Proceedings of the 27th annual international symposium on Computer architecture
An improved illumination model for shaded display
Communications of the ACM
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
RPU: a programmable ray processing unit for realtime ray tracing
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
B-KD trees for hardware accelerated ray tracing of dynamic scenes
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Computer
Optimizing NUCA Organizations and Wiring Alternatives for Large Caches with CACTI 6.0
Proceedings of the 40th Annual IEEE/ACM International Symposium on Microarchitecture
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Queue - GPU Computing
Tradeoffs in designing accelerator architectures for visual computing
Proceedings of the 41st annual IEEE/ACM International Symposium on Microarchitecture
Toward a multicore architecture for real-time ray-tracing
Proceedings of the 41st annual IEEE/ACM International Symposium on Microarchitecture
Understanding the efficiency of ray traversal on GPUs
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
TRaX: a multicore hardware architecture for real-time ray tracing
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
Yet Faster Ray-Triangle Intersection (Using SSE4)
IEEE Transactions on Visualization and Computer Graphics
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Physically Based Rendering, Second Edition: From Theory To Implementation
Physically Based Rendering, Second Edition: From Theory To Implementation
Ordered depth-first layouts for ray tracing
ACM SIGGRAPH ASIA 2010 Sketches
Architecture considerations for tracing incoherent rays
Proceedings of the Conference on High Performance Graphics
Memory-Scalable GPU Spatial Hierarchy Construction
IEEE Transactions on Visualization and Computer Graphics
Fast Construction of SAH BVHs on the Intel Many Integrated Core (MIC) Architecture
IEEE Transactions on Visualization and Computer Graphics
Two methods for fast ray-cast ambient occlusion
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
SGRT: a scalable mobile GPU architecture based on ray tracing
ACM SIGGRAPH 2012 Posters
SGRT: a scalable mobile GPU architecture based on ray tracing
ACM SIGGRAPH 2012 Talks
Parallel-pipeline-based traversal unit for hardware-accelerated ray tracing
SIGGRAPH Asia 2012 Posters
A hardware unit for fast SAH-optimised BVH construction
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
SGRT: a mobile GPU architecture for real-time ray tracing
Proceedings of the 5th High-Performance Graphics Conference
Real-time ray tracing on future mobile computing platform
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
Energy efficient data transmission for ray tracing on mobile computing platform
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing.