ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
Multidimensional binary search trees used for associative searching
Communications of the ACM
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Physically Based Rendering, Second Edition: From Theory To Implementation
Physically Based Rendering, Second Edition: From Theory To Implementation
RDH: ray distribution heuristics for construction of spatial data structures
Proceedings of the 25th Spring Conference on Computer Graphics
Simpler and faster HLBVH with work queues
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
SAH KD-tree construction on GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Shallow bounding volume hierarchies for fast SIMD ray tracing of incoherent rays
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Compact, fast and robust grids for ray tracing
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
SRDH: specializing BVH construction and traversal order using representative shadow ray sets
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Parallel divide and conquer ray tracing
SIGGRAPH Asia 2013 Technical Briefs
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Divide-and-conquer ray tracing (DACRT) methods solve intersection problems between large numbers of rays and primitives by recursively subdividing the problem size until it can be easily solved. Previous DACRT methods subdivide the intersection problem based on the distribution of primitives only, and do not exploit the distribution of rays, which results in a decrease of the rendering performance especially for high resolution images with anti-aliasing. We propose an efficient DACRT method that exploits the distribution of rays by sampling the rays to construct an acceleration data structure. To accelerate ray traversals, we have derived a new cost metric which is used to avoid inefficient subdivision of the intersection problem where the number of rays is not sufficiently reduced. Our method accelerates the tracing of many types of rays (primary rays, less coherent secondary rays, random rays for path tracing) by a factor of up to 2 using ray sampling.