SIGGRAPH '86 Proceedings of the 13th 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
Fast ray tracing by ray classification
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Ray-bound tracing for perfect and efficient anti-aliasing
The Visual Computer: International Journal of Computer Graphics
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
A perceptually based physical error metric for realistic image synthesis
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Exploiting frame coherence with the temporal depth buffer in a distributed computing environment
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
On the efficiency of ray-shooting acceleration schemes
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
Breadth-First Ray Tracing Utilizing Uniform Spatial Subdivision
IEEE Transactions on Visualization and Computer Graphics
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Interactive global illumination in complex and highly occluded environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Frustum Casting for Progressive, Interactive Rendering
Frustum Casting for Progressive, Interactive Rendering
Exploiting temporal coherence in ray casted walkthroughs
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
ACM SIGGRAPH 2006 Papers
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
R-LODs: fast LOD-based ray tracing of massive models
ACM SIGGRAPH 2006 Sketches
Traversal fields for ray tracing dynamic scenes
Proceedings of the ACM symposium on Virtual reality software and technology
Exploring the use of ray tracing for future games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation Data
IEEE Transactions on Visualization and Computer Graphics
Packet-based whitted and distribution ray tracing
GI '07 Proceedings of Graphics Interface 2007
B-KD trees for hardware accelerated ray tracing of dynamic scenes
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
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
Interactive sound rendering in complex and dynamic scenes using frustum tracing
IEEE Transactions on Visualization and Computer Graphics
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes
IEEE Transactions on Visualization and Computer Graphics
A physically-based client-server rendering solution for mobile devices
Proceedings of the 6th international conference on Mobile and ubiquitous multimedia
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 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
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
RTSG: ray tracing for X3D via a flexible rendering framework
Proceedings of the 14th International Conference on 3D Web Technology
Accelerating shadow rays using volumetric occluders and modified kd-tree traversal
Proceedings of the Conference on High Performance Graphics 2009
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Efficient ray traced soft shadows using multi-frusta tracing
Proceedings of the Conference on High Performance Graphics 2009
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Faster incoherent rays: Multi-BVH ray stream tracing
Proceedings of the Conference on High Performance Graphics 2009
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
ACM SIGGRAPH Asia 2009 papers
Ray tracing on a cell cluster for virtual environments
Proceedings of the 2009 Computer Graphics International Conference
Realistic rendering system using the measured BRDFs
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
ACM SIGGRAPH 2009 Courses
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Cache-oblivious ray reordering
ACM Transactions on Graphics (TOG)
Parallel path tracing using incoherent path-atom binning
Proceedings of the 24th Spring Conference on Computer Graphics
Accelerated entry point search algorithm for real-time ray-tracing
Proceedings of the 25th Spring Conference on Computer Graphics
Ray casting using a roped BVH with CUDA
Proceedings of the 25th Spring Conference on Computer Graphics
Implicit and dynamic trees for high performance rendering
Proceedings of Graphics Interface 2011
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Lazy Visibility Evaluation for Exact Soft Shadows
Computer Graphics Forum
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
International Journal of High Performance Computing Applications
Shallow bounding volume hierarchies for fast SIMD ray tracing of incoherent rays
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Accelerating ray tracing using constrained tetrahedralizations
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
ReduceM: interactive and memory efficient ray tracing of large models
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
FastV: from-point visibility culling on complex models
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Precomputed radiance transfer for real-time indirect lighting using a spectral mesh basis
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Ray tracing dynamic scenes using selective restructuring
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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
Soft shadows by ray tracing multilayer transparent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
An application of scalable massive model interaction using shared-memory systems
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Asynchronous BVH construction for ray tracing dynamic scenes on parallel multi-core architectures
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Interactive iso-surface ray tracing of massive volumetric data sets
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Ray tracing dynamic scenes with shadows on GPU
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Real-time ray tracer for visualizing massive models on a cluster
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
An energy and bandwidth efficient ray tracing architecture
Proceedings of the 5th High-Performance Graphics Conference
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical "beam" structure serves as a proxy for a collection of rays. It is tested against a kd-tree representing the overall scene in order to discard from consideration the sub-set of the kd-tree (and hence the scene) that is guaranteed not to intersect with any possible ray inside the beam. This allows for all the rays inside the beam to start traversing the tree from some node deep inside thus eliminating unnecessary operations. The original beam can be further sub-divided, and we can either continue looking for new optimal entry points for the sub-beams, or we can decompose the beam into individual rays. This is a hierarchical process that can be adapted to the geometrical complexity of a particular view direction allowing for efficient geometric anti-aliasing. By amortizing the cost of partially traversing the tree for all the rays in a beam, up to an order of magnitude performance improvement can be achieved enabling interactivity for complex scenes on ordinary desktop machines.