An improved illumination model for shaded display
Communications of the ACM
Illumination for computer generated pictures
Communications of the ACM
SaarCOR: a hardware architecture for ray tracing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Distributed Interactive Ray Tracing of Dynamic Scenes
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Exploring the use of ray tracing for future games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Ray tracing on programmable graphics hardware
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Ray Tracing from the Ground Up
Ray Tracing from the Ground Up
Using FPGAs to Supplement Ray-Tracing Computations on the Cray XD-1
HPCMP-UGC '07 Proceedings of the 2007 DoD High Performance Computing Modernization Program Users Group Conference
Toward a multicore architecture for real-time ray-tracing
Proceedings of the 41st annual IEEE/ACM International Symposium on Microarchitecture
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Programming Massively Parallel Processors: A Hands-on Approach
Programming Massively Parallel Processors: A Hands-on Approach
Active thread compaction for GPU path tracing
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
An efficient parallel architecture for ray-tracing
Analog Integrated Circuits and Signal Processing
Interactive distributed ray tracing of highly complex models
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Journal of Systems Architecture: the EUROMICRO Journal
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The ray tracing rendering algorithm can produce high-fidelity images of 3-D scenes, including shadow effects, as well as reflections and transparencies. This is currently done at a processing speed of 30 frames per second. Therefore, current implementations of the algorithm are not yet suitable for interactive real-time rendering, which is required in games and virtual reality based applications. Nonetheless, the algorithm allows for massive parallelization of its computations, which is a strong reason of further improvements. Also, we present a parallel architecture for ray tracing based on a uniform spatial subdivision of the scene that exploits an embedded computation of ray-triangle intersections. This approach allows for a significant acceleration of intersection computations, as well as a reduction of the total number of the required intersections checks. Furthermore, it allows for these checks to be performed in parallel and in advance for each ray. In this paper we discuss and analyze an ASIP-based implementation using FPGAs and a GPGPU-based parallel implementation of the proposed architecture, both running different 3-D scenes. The performance of both implementations are reported and compared. Furthermore, a second GPU has been included in the GPGPU-based implementation, running the same parallel architecture. Thus, primary rays are split among both GPUs for parallel execution and their performance are also presented and compared.