Using caching and breadth-first search to speed up ray-tracing
Proceedings on Graphics Interface '86/Vision Interface '86
Image generation by space sweep
Computer Graphics Forum
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Ray tracing complex models containing surface tessellations
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Multiprocessor experiments for high-speed ray tracing
ACM Transactions on Graphics (TOG)
Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Efficient antialiased rendering of 3-D linear fractals
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Distributing Data and Control for Ray Tracing in Parallel
IEEE Computer Graphics and Applications
The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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
The Ray-z-Buffer---An Approach for Ray Tracing Arbitrarily Large Scenes
The Ray-z-Buffer---An Approach for Ray Tracing Arbitrarily Large Scenes
Enhanced breadth-first ray tracing
Journal of Graphics Tools
Parallel ray tracing on a chip
Practical parallel rendering
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
StreamRay: a stream filtering architecture for coherent ray tracing
Proceedings of the 14th international conference on Architectural support for programming languages and operating systems
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
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
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Hi-index | 0.00 |
Breadth-first ray tracing is based on the idea of exchanging the roles of rays and objects. For scenes with a large number of objects, it may be profitable to form a set of rays and compare each object in turn against this set. By doing so, thrashing, due to disk access, can be minimized. In this paper, we present ways to combine breadth-first methods with traditional efficient algorithms, along with new schemes to minimize accessing objects stored on disk. Experimental analysis, including comparisons with depth-first ray tracing, shows that large databases can be handled efficiently with this approach.