Using caching and breadth-first search to speed up ray-tracing
Proceedings on Graphics Interface '86/Vision Interface '86
Fast ray tracing by ray classification
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Hybrid scheduling for parallel rendering using coherent ray tasks
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
"Kilauea": parallel global illumination renderer
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Breadth-First Ray Tracing Utilizing Uniform Spatial Subdivision
IEEE Transactions on Visualization and Computer Graphics
The Ray-z-Buffer---An Approach for Ray Tracing Arbitrarily Large Scenes
The Ray-z-Buffer---An Approach for Ray Tracing Arbitrarily Large Scenes
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Dynamic Ray Scheduling to Improve Ray Coherence and Bandwidth Utilization
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Faster incoherent rays: Multi-BVH ray stream tracing
Proceedings of the Conference on High Performance Graphics 2009
Stream compaction for deferred shading
Proceedings of the Conference on High Performance Graphics 2009
Designing efficient sorting algorithms for manycore GPUs
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
Cache-oblivious ray reordering
ACM Transactions on Graphics (TOG)
Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
IEEE Transactions on Visualization and Computer Graphics
A path space extension for robust light transport simulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Light transport simulation with vertex connection and merging
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Ptex: per-face texture mapping for production rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Shallow bounding volume hierarchies for fast SIMD ray tracing of incoherent rays
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Coherent out-of-core point-based global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
On floating-point normal vectors
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Interactive distributed ray tracing of highly complex models
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Improving Data Locality for Efficient In-Core Path Tracing
Computer Graphics Forum
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Ray-traced global illumination (GI) is becoming widespread in production rendering but incoherent secondary ray traversal limits practical rendering to scenes that fit in memory. Incoherent shading also leads to intractable performance with production-scale textures forcing renderers to resort to caching of irradiance, radiosity, and other values to amortize expensive shading. Unfortunately, such caching strategies complicate artist workflow, are difficult to parallelize effectively, and contend for precious memory. Worse, these caches involve approximations that compromise quality. In this paper, we introduce a novel path-tracing framework that avoids these tradeoffs. We sort large, potentially out-of-core ray batches to ensure coherence of ray traversal. We then defer shading of ray hits until we have sorted them, achieving perfectly coherent shading and avoiding the need for shading caches.