Realtime ray tracing of dynamic scenes on an FPGA chip
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Exploring the use of ray tracing for future games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
B-KD trees for hardware accelerated ray tracing of dynamic scenes
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Journal of Parallel and Distributed Computing
Light field propagation and rendering on the GPU
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Graphics hardware for scientific computation
International Journal of Computational Science and Engineering
GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
Parallel path tracing using incoherent path-atom binning
Proceedings of the 24th Spring Conference on Computer Graphics
Stochastic path tracing on consumer graphics cards
Proceedings of the 24th Spring Conference on Computer Graphics
Ray casting using a roped BVH with CUDA
Proceedings of the 25th Spring Conference on Computer Graphics
Hardware-Accelerated template matching
IbPRIA'05 Proceedings of the Second Iberian conference on Pattern Recognition and Image Analysis - Volume Part I
An efficient hybrid shadow rendering algorithm
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A GPU-driven algorithm for accurate interactive reflections on curved objects
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Ray tracing is an image synthesis technique which simulates the interaction of light with surfaces. Most high-quality, photorealistic renderings are generated by global illumination techniques built on top of ray tracing. Real-time ray tracing has been a goal of the graphics community for many years. Unfortunately, ray tracing is a very expensive operation. VLSI technology has just reached the point where the computational capability of a single chip is sufficient for real-time ray tracing. Supercomputers and clusters of PCs have only recently been able to demonstrate interactive ray tracing and global illumination applications. In this dissertation we show how a ray tracer can be written as a stream graphics processor (GPU)—allowing the CPU to execute stream programs. We describe an implementation of our streaming ray tracer on the CPU and provide an analysis of the bandwidth and computational requirements of our implementation. In addition, we use our ray tracer to evaluate simulated GPUs with enhanced program execution models. We also present an implementation and evaluation of global illumination with photon mapping on the CPU as an extension of our ray tracing system. Finally, we examine hardware trends that favor the streaming model of computation. Our results show that a GPU-based streaming ray tracer has the potential to outperform CPU-based algorithms without requiring fundamentally new hardware, helping to bridge the current gap between realistic and interactive rendering.