Fast ray tracing by ray classification
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
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Communications of the ACM
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Enhanced breadth-first ray tracing
Journal of Graphics Tools
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IEEE Transactions on Visualization and Computer Graphics
A Benchmark for Animated Ray Tracing
IEEE Computer Graphics and Applications
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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ACM SIGGRAPH 2005 Papers
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ACM SIGGRAPH 2006 Papers
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
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
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AFIPS '68 (Spring) Proceedings of the April 30--May 2, 1968, spring joint computer conference
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EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Proceedings of the Conference on High Performance Graphics 2009
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ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
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Proceedings of the 25th Spring Conference on Computer Graphics
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
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In this paper, we present a new algorithm for interactive rendering of animated scenes with Whitted Ray-Tracing, running on the GPU. We focus our attention on the secondary rays (the rays generated by one or more bounces on specular objects), and use the GPU rasterizer for primary rays. Our algorithm is based on a ray-space hierarchy, allowing us to handle truly dynamic scenes without the need to rebuild or update the scene hierarchy. The rayspace hierarchy is entirely built on the GPU for every frame, using a very fast process. Traversing the ray-space hierarchy is also done on the GPU; one of the benefits of using a ray-space hierarchy is that we have a single shader, and a fixed number of passes. After traversing each level of the hierarchy, we prune empty branches using a stream reduction method. We present two different stream reduction methods, a fast one using a hierarchical algorithm, and an easy one using the Geometry shaders. Our algorithm results in interactive rendering with specular reflections and shadows for moderately complex scenes (˜ 700K triangles), handles any kind of dynamic or unstructured scenes without any pre-processing, and scales well with both the scene complexity and the image resolution.