Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Radiance interpolants for accelerated bounded-error ray tracing
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Interactive Realism for Visualization Using Ray Tracing
VIS '95 Proceedings of the 6th conference on Visualization '95
Defining and Refining Frameless Rendering
Defining and Refining Frameless Rendering
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Enhancing and optimizing the render cache
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Parallel ray tracing on a chip
Practical parallel rendering
Exploiting temporal coherence in ray casted walkthroughs
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
DiReC: distributing the render cache to PC-clusters for interactive environments
Proceedings of the ACM symposium on Virtual reality software and technology
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Improvements in hardware have recently made interactive ray tracing practical for some applications. However, when the scene complexity or rendering algorithm cost is high, the frame rate is too low in practice. Researchers have attempted to solve this problem by caching results from ray tracing and using these results in multiple frames via reprojection. However, the reprojection can become too slow when the number of samples that are reused is high, so previous systems have been limited to small images or a sparse set of computed pixels. To overcome this problem we introduce techniques to perform this reprojection in a scalable fashion on multiple processors.