SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Constructing Sobol Sequences with Better Two-Dimensional Projections
SIAM Journal on Scientific Computing
Spatial splits in bounding volume hierarchies
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
Stream compaction for deferred shading
Proceedings of the Conference on High Performance Graphics 2009
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Physically Based Rendering, Second Edition: From Theory To Implementation
Physically Based Rendering, Second Edition: From Theory To Implementation
Improving SIMD efficiency for parallel Monte Carlo light transport on the GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Active thread compaction for GPU path tracing
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Efficient and accurate rendering of complex light sources
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Mining effective parallelism from hidden coherence for GPU based path tracing
SIGGRAPH Asia 2013 Technical Briefs
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When programming for GPUs, simply porting a large CPU program into an equally large GPU kernel is generally not a good approach. Due to SIMT execution model on GPUs, divergence in control flow carries substantial performance penalties, as does high register us-age that lessens the latency-hiding capability that is essential for the high-latency, high-bandwidth memory system of a GPU. In this paper, we implement a path tracer on a GPU using a wavefront formulation, avoiding these pitfalls that can be especially prominent when using materials that are expensive to evaluate. We compare our performance against the traditional megakernel approach, and demonstrate that the wavefront formulation is much better suited for real-world use cases where multiple complex materials are present in the scene.