Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
An improved illumination model for shaded display
Communications of the ACM
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Hidden surface removal using polygon area sorting
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Links-1 - a parallel pipelined multimicrocomputer system for image creation
ISCA '83 Proceedings of the 10th annual international symposium on Computer architecture
A hidden-surface algorithm with anti-aliasing
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Transparency for computer synthesized images
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Principles and applications of pencil tracing
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Rendering CSG models with a ZZ-buffer
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Light-water interaction using backward beam tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A generic solution to polygon clipping
Communications of the ACM
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
Spatial anti-aliasing for animation sequences with spatio-temporal filtering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Method of displaying optical effects within water using accumulation buffer
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Analytic antialiasing with prism splines
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Multi-pass pipeline rendering: realism for dynamic environments
Proceedings of the 1997 symposium on Interactive 3D graphics
A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive reflections on curved objects
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Real-time acoustic modeling for distributed virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SCG '85 Proceedings of the first annual symposium on Computational geometry
Statistically optimized sampling for distributed ray tracing
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The drawing prism: a versatile graphic input device
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Radiance interpolants for accelerated bounded-error ray tracing
ACM Transactions on Graphics (TOG)
Finite-resolution hidden surface removal
SODA '00 Proceedings of the eleventh annual ACM-SIAM symposium on Discrete algorithms
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Modeling acoustics in virtual environments using the uniform theory of diffraction
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
An Efficient Algorithm for Ray Tracing
Journal of Intelligent and Robotic Systems
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Efficient Shadow Computations in Ray Tracing
IEEE Computer Graphics and Applications
Generating Exact Ray-Traced Animation Frames by Reprojection
IEEE Computer Graphics and Applications
Audioptimization: Goal-Based Acoustic Design
IEEE Computer Graphics and Applications
Validating Acoustical Simulations in Bell Labs Box
IEEE Computer Graphics and Applications
A numerical method for rendering spherical reflections
VIS '90 Proceedings of the 1st conference on Visualization '90
Significant facet retrieval for real-time 3D sound rendering in complex virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Graphics gems revisited: fast and physically-based rendering of gemstones
ACM SIGGRAPH 2004 Papers
Soft shadow volumes for ray tracing
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Interactive rendering of caustics using interpolated warped volumes
GI '05 Proceedings of Graphics Interface 2005
Interactive refraction on complex static geometry using spherical harmonics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Modern approaches to augmented reality
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Computer-Aided Design
Caustics Mapping: An Image-Space Technique for Real-Time Caustics
IEEE Transactions on Visualization and Computer Graphics
Interactive sound rendering in complex and dynamic scenes using frustum tracing
IEEE Transactions on Visualization and Computer Graphics
EURASIP Journal on Advances in Signal Processing
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Portal-based sound propagation for first-person computer games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Guaranteed Adaptive Antialiasing Using Interval Arithmetic
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part II
Proceedings of the Conference on High Performance Graphics 2009
Selective and adaptive supersampling for real-time ray tracing
Proceedings of the Conference on High Performance Graphics 2009
ACM SIGGRAPH 2009 Courses
GPU-based refraction and caustics rendering on depth textures
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Efficient ray tracing using interval analysis
PPAM'07 Proceedings of the 7th international conference on Parallel processing and applied mathematics
Cache-oblivious ray reordering
ACM Transactions on Graphics (TOG)
Exploring the use of glossy light volumes for interactive global illumination
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
Real-time volume caustics with adaptive beam tracing
I3D '11 Symposium on Interactive 3D Graphics and Games
Two-dimensional beam tracing from visibility diagrams for real-time acoustic rendering
EURASIP Journal on Advances in Signal Processing - Special issue on digital audio effects
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
Physically-based simulation of rainbows
ACM Transactions on Graphics (TOG)
Interactively rendering dynamic caustics on GPU
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Improving the interval ray tracing of implicit surfaces
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
The realtime method based on audio scenegraph for 3d sound rendering
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part I
Lazy Visibility Evaluation for Exact Soft Shadows
Computer Graphics Forum
Acoustic Rendering and Auditory–Visual Cross-Modal Perception and Interaction
Computer Graphics Forum
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
FastV: from-point visibility culling on complex models
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Reflected and transmitted irradiance from area sources using vertex tracing
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Path differentials and applications
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Towards interactive photorealistic rendering of indoor scenes: a hybrid approach
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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
Real-time multi-perspective rendering on graphics hardware
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Interactive screen-space accurate photon tracing on GPUs
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Spline-based gradient filters for high-quality refraction computations in discrete datasets
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
Simulation of radio wave propagation by beam tracing
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Pre-integrated volume rendering for multi-dimensional transfer functions
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Accelerated, high-quality refraction computations for volume graphics
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
A massively parallel approach for the design of a raytracing oriented architecture
EGGH'88 Proceedings of the Third Eurographics conference on Advances in Computer Graphics Hardware
The HERO algorithm for ray-tracing octrees
EGGH'89 Proceedings of the Fourth Eurographics conference on Advances in Computer Graphics Hardware
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
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Ray tracing has produced some of the most realistic computer generated pictures to date. They contain surface texturing, local shading, shadows, reflections and refractions. The major disadvantage of ray tracing results from its point-sampling approach. Because calculation proceeds ab initio at each pixel it is very CPU intensive and may contain noticeable aliasing artifacts. It is difficult to take advantage of spatial coherence because the shapes of reflections and refractions from curved surfaces are so complex. In this paper we describe an algorithm that utilizes the spatial coherence of polygonal environments by combining features of both image and object space hidden surface algorithms. Instead of tracing infinitesimally thin rays of light, we sweep areas through a scene to form “beams.” This technique works particularly well for polygonal models since for this case the reflections are linear transformations, and refractions are often approximately so. The recursive beam tracer begins by sweeping the projection plane through the scene. Beam-surface intersections are computed using two-dimensional polygonal set operations and an occlusion algorithm similar to the Weiler-Atherton hidden surface algorithm. For each beam-polygon intersection the beam is fragmented and new beams created for the reflected and transmitted swaths of light. These sub-beams are redirected with a 4×4 matrix transformation and recursively traced. This beam tree is an object space representation of the entire picture. Since the priority of polygons is pre-determined, the final picture with reflections, refractions, shadows, and hidden surface removal is easily drawn. The coherence information enables very fast scan conversion and high resolution output. Image space edge and texture antialiasing methods can be applied.