An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
Watertight tessellation using forward differencing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Exploiting Coherence for Multiprocessor Ray Tracing
IEEE Computer Graphics and Applications
Towards a taxonomy for display processors
EGGH'89 Proceedings of the Fourth Eurographics conference on Advances in Computer Graphics Hardware
A hardware algorithm for fast realistic image synthesis
EGGH'89 Proceedings of the Fourth Eurographics conference on Advances in Computer Graphics Hardware
ASICs for a high performance multi processor systemfor photo-realistic image synthesis
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
Hardware challenges for ray tracing and radiosity algorithms
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
An architecture for ray - bezier patch intersection
EGGH'93 Proceedings of the Eighth Eurographics conference on Graphics Hardware
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In this article we explore the possibility of a VLSI chip for ray tracing bicubic patches in Bezier form. The purpose of the chip is to calculate the intersection point of a ray with the bicubic patch to a specified level of accuracy, returning parameter values (u,v) specifying the location of the intersection on the patch, and a parameter value, t, which specifies the location of the intersection on the ray. The intersection is calculated by succesively subdividing the patch and computing the intersection of the ray with a bounding box of each subpatch until the bounding volume meets theaccuracy requirement. There are two operating modes: another in which all intersections are found. This algorithm (and the chip) correctly handle the difficult cases of the ray tangentially intersecting a planar patch and intersections of the ray at a silhouette edge of the patch. Estimates indicate that such a chip could be implemented in 2-micron NMOS (N-type metal oxide semiconductor) and could computer patch-ray intersections at the rate of one every 15 microseconds for patces that are prescaled and specified to a 12-bit fixed point for each of the x, y, and z components. A version capable of handling 24-bit patches could compute patch/ray intersections at the rate of one every 140 section point could be performed with the addition of nine scalar subtractions and six scalar multiplies. Images drawn using a software version of the algorithm are presented and discussed.