ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
An introduction to ray tracing
An introduction to ray tracing
Theoretical Computer Science
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Realistic ray tracing
Introduction to algorithms
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Principles of Compiler Design (Addison-Wesley series in computer science and information processing)
Principles of Compiler Design (Addison-Wesley series in computer science and information processing)
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation Data
IEEE Transactions on Visualization and Computer Graphics
Ray Tracing from the Ground Up
Ray Tracing from the Ground Up
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
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
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
Compact, fast and robust grids for ray tracing
ACM SIGGRAPH 2008 talks
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Out-of-core construction of sparse voxel octrees
Proceedings of the 5th High-Performance Graphics Conference
Efficient divide-and-conquer ray tracing using ray sampling
Proceedings of the 5th High-Performance Graphics Conference
Technical Section: Interactive high fidelity visualization of complex materials on the GPU
Computers and Graphics
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The focus of research in acceleration structures for ray tracing recently shifted from render time to time to image, the sum of build time and render time, and also the memory footprint of acceleration structures now receives more attention. In this paper we revisit the grid acceleration structure in this setting. We present two efficient methods for representing and building a grid. The compact grid method consists of a static data structure for representing a grid with minimal memory requirements, more specifically exactly one index per grid cell and exactly one index per object reference, and an algorithm for building that data structure in linear time. The hashed grid method reduces memory requirements even further, by using perfect hashing based on row displacement compression. We show that these methods are more efficient in both time and space than traditional methods based on linked lists and dynamic arrays. We also present a more robust grid traversal algorithm. We show that, for applications where time to image or memory usage is important, such as interactive ray tracing and rendering large models, the grid acceleration structure is an attractive alternative.