SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Hi-index | 0.00 |
Ray tracing is a rendering technique for producing realistic 3D computer graphics. Compared to traditional scan-line rendering which is generally adopted by graphics pipeline, ray tracing can simulate more realistic global illumination, however, with the cost of expensive computation. In this paper, we implement a ray tracer that combines advantages of both rendering schemes: efficiency of scan-line rendering and reality of ray tracing. We first use hardware-accelerated rasterization with Z-buffer to quickly determine the first ray-triangle hit of eye rays on the GPU. Secondary rays such as reflective and shadow rays are then traced to generate global illumination on the CPU with a bounding volume hierarchy (BVH) which plays the role of our acceleration structure. The experiments show that rasterization is much more efficient in finding the first hit and can completely replace the traditional ray casting procedure.