The ray engine

  • Authors:
  • Nathan A. Carr;Jesse D. Hall;John C. Hart

  • Affiliations:
  • University of Illinois;University of Illinois;University of Illinois

  • Venue:
  • Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
  • Year:
  • 2002

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Abstract

Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray tracing. We are closing this gap with the implementation of ray-triangle intersection as a pixel shader on existing hardware. This GPU ray-intersection implementation reconfigures the geometry engine into a ray engine that efficiently intersects caches of rays for a wide variety of host-based rendering tasks, including ray tracing, path tracing, form factor computation, photon mapping, subsurface scattering and general visibility processing.