Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
An introduction to ray tracing
An introduction to ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
Realistic ray tracing
Efficiency issues for ray tracing
Journal of Graphics Tools
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Ray tracing with reduced-precision bounding volume hierarchies
Ray tracing with reduced-precision bounding volume hierarchies
The quantized kd-tree: compression of huge point sampled models
ACM SIGGRAPH 2006 Sketches
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Using SIMD registers and instructions to enable instruction-level parallelism in sorting algorithms
Proceedings of the nineteenth annual ACM symposium on Parallel algorithms and architectures
Ray-Strips: A Compact Mesh Representation for Interactive 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
Faster Ray Packets - Triangle Intersection through Vertex Culling
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Object partitioning considered harmful: space subdivision for BVHs
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
Realistic rendering system using the measured BRDFs
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
Edge-avoiding À-Trous wavelet transform for fast global illumination filtering
Proceedings of the Conference on High Performance Graphics
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Efficient data management for incoherent ray tracing
Applied Soft Computing
Efficient evaluation of continuous signed distance to a polygonal mesh
Proceedings of the 28th Spring Conference on Computer Graphics
Efficient divide-and-conquer ray tracing using ray sampling
Proceedings of the 5th High-Performance Graphics Conference
Automatic vectorization of tree traversals
PACT '13 Proceedings of the 22nd international conference on Parallel architectures and compilation techniques
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Photorealistic image synthesis is a computationally demanding task that relies on ray tracing for the evaluation of integrals. Rendering time is dominated by tracing long paths that are very incoherent by construction. We therefore investigate the use of SIMD instructions to accelerate incoherent rays. SIMD is used in the hierarchy construction, the tree traversal and the leaf intersection. This is achieved by increasing the arity of acceleration structures, which also reduces memory requirements. We show that the resulting hierarchies can be built quickly and are smaller than acceleration structures known so far while at the same time outperforming them for incoherent rays. Our new acceleration structure speeds up ray tracing by a factor of 1.6 to 2.0 compared to a highly optimized bounding interval hierarchy implementation, and 1.3 to 1.6 compared to an efficient kd-tree. At the same time, the memory requirements are reduced by 10–50%. Additionally we show how a caching mechanism in conjunction with this memory efficient hierarchy can be used to speed up shadow rays in a global illumination algorithm without increasing the memory footprint. This optimization decreased the number of traversal steps up to 50%.