"Kilauea": parallel global illumination renderer
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Efficiency issues for ray tracing
Journal of Graphics Tools
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
StreamRay: a stream filtering architecture for coherent ray tracing
Proceedings of the 14th international conference on Architectural support for programming languages and operating systems
Dynamic Ray Scheduling to Improve Ray Coherence and Bandwidth Utilization
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Kd-Jump: a Path-Preserving Stackless Traversal for Faster Isosurface Raytracing on GPUs
IEEE Transactions on Visualization and Computer Graphics
Cache-oblivious ray reordering
ACM Transactions on Graphics (TOG)
Restart trail for stackless BVH traversal
Proceedings of the Conference on High Performance Graphics
Ray casting using a roped BVH with CUDA
Proceedings of the 25th Spring Conference on Computer Graphics
Ray tracing visualization toolkit
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
An energy and bandwidth efficient ray tracing architecture
Proceedings of the 5th High-Performance Graphics Conference
General transformations for GPU execution of tree traversals
SC '13 Proceedings of the International Conference on High Performance Computing, Networking, Storage and Analysis
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We propose a new, completely iterative traversal algorithm for ray tracing bounding volume hierarchies that is based on storing a parent pointer with each node, and on using simple state logic to infer which node to traverse next. Though our traversal algorithm does re-visit internal nodes, it intersects each visited node only once, and in general performs exactly the same ray-box tests and ray-primitive intersection tests---and in exactly the same order---as a traditional stack-based variant. The proposed algorithm can be used for computer architectures that need to minimize the use of local memory for processing rays or those that need to minimize the data transport such as distributed multi-CPU architectures.