Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Fast, minimum storage ray/triangle intersection
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Scalable Parallel Programming with CUDA
Queue - GPU Computing
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Ray Casting Deformable Models on the GPU
ICVGIP '08 Proceedings of the 2008 Sixth Indian Conference on Computer Vision, Graphics & Image Processing
Grid Creation Strategies for Efficient Ray Tracing
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Spatial splits in bounding volume hierarchies
Proceedings of the Conference on High Performance Graphics 2009
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Understanding the efficiency of ray traversal on GPUs
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
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We present fast ray tracing of dynamic scenes in this paper with primary and shadow rays. We present a GPUfriendly strategy to bring coherency to shadow rays, based on previous work on grids as acceleration structures. We introduce indirect mapping of threads to rays to improve the performance of ray tracing on GPU for the traversal and intersection steps. We also construct a light frustum in a spherical space for shadow rays. A grid structure is constructed each frame for the light frustum and traversed coherently. This involves careful mapping of the primary ray information to the light space and balancing the work load of the threads. Using the finegrained parallelism of GPU, we reorder the shadow rays to make them coherent and process multiple thread blocks to each cell to balance the work load. Spherical mapping is key to handling light sources placed anywhere in the scene by reducing the triangle count and improving performance in shadow checking. In addition it also allows us to introduce spotlights in raytracing. In practice, we attain interactive performance for moderately large models which change dynamically in the scene.