Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Ray tracing trimmed rational surface patches
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
On ray tracing parametric surfaces
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Practical ray tracing of trimmed NURBS surfaces
Journal of Graphics Tools
Ray tracing parametric patches
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Algebraic Pruning: A Fast Technique for Curve and Surface Intersection
Algebraic Pruning: A Fast Technique for Curve and Surface Intersection
Realistic Ray Tracing
Interactive ray tracing of free-form surfaces
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
GPU-based trimming and tessellation of NURBS and T-Spline surfaces
ACM SIGGRAPH 2005 Papers
Real-time Reyes-style adaptive surface subdivision
ACM SIGGRAPH Asia 2008 papers
Real-time view-dependent rendering of parametric surfaces
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
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We present a scheme for interactive ray tracing of Bezier bicubic patches using Newton iteration in this paper. We use a mixed hierarchy representation as the acceleration structure. This has a bounding volume hierarchy above the patches and a fixed depth subpatch tree below it. This helps reduce the number of ray-patch intersections that needs to be evaluated and provides good initialization for the iterative step, keeping the memory requirements low. We use Newton iteration on the generated list of ray patch intersections in parallel. Our method can exploit the cores of the CPU and the GPU with OpenMP on the CPU and CUDA on the GPU by sharing work between them according to their relative speeds. A data parallel framework is used throughout starting with a list of rays, which is transformed to a list of ray-patch intersections by traversal and then to intersections and a list of secondary rays by root finding. Shadow and reflection rays can be handled exactly in the same manner as a result. We also show how our method extends easily to generate soft shadows using area light sources and path tracing by tracing a large number of rays per pixel. We render a million pixel image of the Teapot model at 125 fps on a system with an Intel i7 920 and a Nvidia GTX580 for primary rays only and at about 65 fps with one pass of shadow and refection rays.