SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Navigating static environments using image-space simplification and morphing
Proceedings of the 1997 symposium on Interactive 3D graphics
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive ray tracing for isosurface rendering
Proceedings of the conference on Visualization '98
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive Ray Tracing for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Memory sharing for interactive ray tracing on clusters
Parallel Computing - Parallel graphics and visualization
gkDtree: A group-based parallel update kd-tree for interactive ray tracing
Journal of Systems Architecture: the EUROMICRO Journal
Journal of Systems Architecture: the EUROMICRO Journal
Parallel processing of intersections for ray-tracing in application-specific processors and GPGPUs
Microprocessors & Microsystems
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Hi-index | 0.00 |
Many disciplines must handle the creation, visualization, and manipulation of huge and complex 3D environments. Examples include large structural and mechanical engineering projects dealing with entire cars, ships, buildings, and processing plants. The complexity of such models is usually far beyond the interactive rendering capabilities of todays 3D graphics hardware. Previous approaches relied on costly preprocessing for reducing the number of polygons that need to be rendered per frame but suffered from excessive precomputation times —often several days or even weeks. In this paper we show that using a highly optimized software ray tracer we are able to achieve interactive rendering performance for models up to 50 million triangles including reflection and shadow computations. The necessary preprocessing has been greatly simplified and accelerated by more than two orders of magnitude. Interactivity is achieved with a novel approach to distributed rendering based on coherent ray tracing. A single copy of the scene database is used together with caching of BSP voxels in the ray tracing clients.