Ray tracing complex models containing surface tessellations
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
An efficient ray-polygon intersection
Graphics gems
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
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
Yet Faster Ray-Triangle Intersection (Using SSE4)
IEEE Transactions on Visualization and Computer Graphics
Ray casting using a roped BVH with CUDA
Proceedings of the 25th Spring Conference on Computer Graphics
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I present a comparative study on GPU ray tracing implemented for two different types of ray-triangle intersection algorithms used with BVH (Bounding Volume Hierarchy) spatial data structure evaluated for performance on three static scenes. I study how number of triangles placed in a BVH leaf node affects rendering performance. I propose GPU-optimized SIMD ray-triangle intersection method evaluated on GPU for path-tracing and compare it's performance with plain Moller-Trumbore and Unit Triangle intersection methods.