The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Multi-frame thrashless ray casting with advancing ray-front
GI '96 Proceedings of the conference on Graphics interface '96
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Real-time rendering
Breadth-First Ray Tracing Utilizing Uniform Spatial Subdivision
IEEE Transactions on Visualization and Computer Graphics
Faster Ray Tracing Using Adaptive Grids
IEEE Computer Graphics and Applications
Distributed Image Synthesis with Breadth-First Ray Tracing and the Ray-Z-Buffer
Data Structures and Efficient Algorithms, Final Report on the DFG Special Joint Initiative
Whitted ray-tracing for dynamic scenes using a ray-space hierarchy on the GPU
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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Breadth-first ray tracing that utilizes uniform spatial subdivision can render a large number of objects without breakdown. However, the original algorithm has two major drawbacks: redundant data processing and limited grid resolution. We present several refinements for these drawbacks, and realize fast and robust external ray tracing. We achieved speed-ups of roughly up to 4 times for SPD scenes with up to 50 million objects, and up to 14 times for pathological cases with one billion objects, all rendered on a PC with 256MB memory.