Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Red Faction
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
SaarCOR: a hardware architecture for ray tracing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Dynamic Acceleration Structures for Interactive Ray Tracing
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Ray tracing on a stream processor
Ray tracing on a stream processor
Realtime ray tracing of dynamic scenes on an FPGA chip
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Faster Isosurface Ray Tracing Using Implicit KD-Trees
IEEE Transactions on Visualization and Computer Graphics
Distributed Interactive Ray Tracing of Dynamic Scenes
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Interactive rendering of caustics using interpolated warped volumes
GI '05 Proceedings of Graphics Interface 2005
Splatting indirect illumination
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
Introduction to the cell multiprocessor
IBM Journal of Research and Development - POWER5 and packaging
B-KD trees for hardware accelerated ray tracing of dynamic scenes
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Realistic and interactive visualization of high-density plant ecosystems
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Realtime caustics using distributed photon mapping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Fast ray traversal of tetrahedral and hexahedral meshes for direct volume rendering
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Interactive ray tracing of point-based models
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
An efficient parallel architecture for ray-tracing
Analog Integrated Circuits and Signal Processing
Journal of Systems Architecture: the EUROMICRO Journal
Parallel processing of intersections for ray-tracing in application-specific processors and GPGPUs
Microprocessors & Microsystems
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Rasterization hardware and computer games have always been tightly connected: The hardware implementation of rasterization has made complex interactive 3D games possible while requirements for future games drive the development of increasingly parallel GPUs and CPUs. Interestingly, this development - together with important algorithmic improvements - also enabled ray tracing to achieve realtime performance recently.In this paper we explore the opportunities offered by ray tracing based game technology in the context of current and expected future performance levels. In particular, we are interested in simulation-based graphics that avoids pre-computations and thus enables the interactive production of advanced visual effects and increased realism necessary for future games. In this context we analyze the advantages of ray tracing and demonstrate first results from several ray tracing based game projects. We also discuss ray tracing API issues and present recent developments that support interactions and dynamic scene content. We end with an outlook on the different options for hardware acceleration of ray tracing.