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
Brook for GPUs: stream computing on graphics hardware
ACM SIGGRAPH 2004 Papers
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
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
GPU computation strategies & tricks
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
BSGP: bulk-synchronous GPU programming
ACM SIGGRAPH 2008 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
Visualization of Industrial Structures with Implicit GPU Primitives
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Tracking Data Structures Coherency in Animated Ray Tracing: Kalman and Wiener Filters Approach
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Streaming model based volume ray casting implementation for Cell Broadband Engine
Scientific Programming - High Performance Computing with the Cell Broadband Engine
Toward a multicore architecture for real-time ray-tracing
Proceedings of the 41st annual IEEE/ACM International Symposium on Microarchitecture
Hardware-accelerated global illumination by image space photon mapping
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
Stream compaction for deferred shading
Proceedings of the Conference on High Performance Graphics 2009
Real-Time Ray Tracing with CUDA
ICA3PP '09 Proceedings of the 9th International Conference on Algorithms and Architectures for Parallel Processing
GPU-Accelerated Nearest Neighbor Search for 3D Registration
ICVS '09 Proceedings of the 7th International Conference on Computer Vision Systems: Computer Vision Systems
GPU-Based Ray Casting of Multiple Multi-resolution Volume Datasets
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Fast kd-tree construction for 3D-rendering algorithms like ray tracing
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part II
MobiRT: an implementation of OpenGL ES-based CPU-GPU hybrid ray tracer for mobile devices
ACM SIGGRAPH ASIA 2010 Sketches
Stochastic path tracing on consumer graphics cards
Proceedings of the 24th Spring Conference on Computer Graphics
Restart trail for stackless BVH traversal
Proceedings of the Conference on High Performance Graphics
Architecture considerations for tracing incoherent rays
Proceedings of the Conference on High Performance Graphics
Real-time stochastic rasterization on conventional GPU architectures
Proceedings of the Conference on High Performance Graphics
Implicit surface octrees for ray tracing point models
Proceedings of the Seventh Indian Conference on Computer Vision, Graphics and Image Processing
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
Constraint-based simulation of interactions between fluids and unconstrained rigid bodies
Proceedings of the 25th Spring Conference on Computer Graphics
Implicit and dynamic trees for high performance rendering
Proceedings of Graphics Interface 2011
Solving diffractive optics problems using graphics processing units
Optical Memory and Neural Networks
Improving SIMD efficiency for parallel Monte Carlo light transport on the GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Lessons learned from exploring the backtracking paradigm on the GPU
Euro-Par'11 Proceedings of the 17th international conference on Parallel processing - Volume Part II
Biased solution of integral illumination equation via irradiance caching and path tracing on GPUs
Programming and Computing Software
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
GPGPU implementation of growing neural gas: Application to 3D scene reconstruction
Journal of Parallel and Distributed Computing
Interactive global photon mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
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
Streaming model based volume ray casting implementation for cell broadband engine
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Simulation of radio wave propagation by beam tracing
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Data-parallel hierarchical link creation for radiosity
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Communications of the ACM
Efficient stack-less BVH traversal for ray tracing
Proceedings of the 27th Spring Conference on Computer Graphics
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Over the past few years, the powerful computation rates and high memory bandwidth of GPUs have attracted efforts to run raytracing on GPUs. Our work extends Foley et al.'s GPU k-d tree research. We port their kd-restart algorithm from multi-pass, using CPU load balancing, to single pass, using current GPUs' branching and looping abilities. We introduce three optimizations: a packetized formulation, a technique for restarting partially down the tree instead of at the root, and a small, fixed-size stack that is checked before resorting to restart. Our optimized implementation achieves 15 - 18 million primary rays per second and 16 - 27 million shadow rays per second on our test scenes. Our system also takes advantage of GPUs' strengths at rasterization and shading to offer a mode where rasterization replaces eye ray scene intersection, and primary hits and local shading are produced with standard Direct3D code. For 1024x1024 renderings of our scenes with shadows and Phong shading, we achieve 12-18 frames per second. Finally, we investigate the efficiency of our implementation relative to the computational resources of our GPUs and also compare it against conventional CPUs and the Cell processor, which both have been shown to raytrace well.