Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Multi-fragment effects on the GPU using the k-buffer
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
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Coupled Use of BSP and BVH Trees in Order to Exploit Ray Bundle Performance
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Efficient stream compaction on wide SIMD many-core architectures
Proceedings of the Conference on High Performance Graphics 2009
Designing efficient sorting algorithms for manycore GPUs
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
Revisiting sorting for GPGPU stream architectures
Proceedings of the 19th international conference on Parallel architectures and compilation techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Asynchronous BVH construction for ray tracing dynamic scenes on parallel multi-core architectures
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
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In this article, we address the problem of computing, storing and sorting, at an interactive rate, all of the intersections between millions of triangles (a 3D scene) and millions of rays starting from the same point. In this paper we focus on the fast GPU construction of a grid in projective space referencing the triangles of a 3D scene. We introduce a fast GPU algorithm used to build a grid of the rays constituting the scene, in the same projective space. This ray-based grid is computed during the initialization of the scene, which allows us to achieve higher performance, and to construct the triangle-based grid in distinct passes for very large scenes, without having to manage memory transfers between CPU and GPU. This algorithm works the same way for both static and dynamic scenes, allowing us to achieve interactive processing of complex and dynamic scenes. These optimizations are used to speed up the geometrical computations used in the nuclear field to evaluate the impact of radiative sources on an operator. These geometrical computations are similar to those of traditional ray tracing, except that only highly coherent rays are thrown in our application, and that we are looking for all intersections along each ray.