SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
An improved illumination model for shaded display
Communications of the ACM
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
Dynamic Acceleration Structures for Interactive Ray Tracing
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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
Distributed Interactive Ray Tracing for Large Volume Visualization
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
StreamRay: a stream filtering architecture for coherent ray tracing
Proceedings of the 14th international conference on Architectural support for programming languages and operating systems
Faster incoherent rays: Multi-BVH ray stream tracing
Proceedings of the Conference on High Performance Graphics 2009
ACM SIGGRAPH Asia 2009 papers
TRaX: a multicore hardware architecture for real-time ray tracing
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
Parallel path tracing using incoherent path-atom binning
Proceedings of the 24th Spring Conference on Computer Graphics
A local image reconstruction algorithm for stochastic rendering
I3D '11 Symposium on Interactive 3D Graphics and Games
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
Ray tracing visualization toolkit
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Improving photon mapping towards an interactive stage lighting framework
EGVE - JVRC'10 Proceedings of the 16th Eurographics conference on Virtual Environments & Second Joint Virtual Reality
Improving Data Locality for Efficient In-Core Path Tracing
Computer Graphics Forum
Efficient data management for incoherent ray tracing
Applied Soft Computing
An energy and bandwidth efficient ray tracing architecture
Proceedings of the 5th High-Performance Graphics Conference
GPU-optimized volume ray tracing for massive numbers of rays in radiotherapy
ACM Transactions on Embedded Computing Systems (TECS)
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Much progress has been made toward interactive ray tracing, but most research has focused specifically on ray casting. A common approach is to use "packets" of rays to amortize cost across sets of rays. Whether "packets" can be used to speed up the cost of reflection and refraction rays is unclear. The issue is complicated since such rays do not share common origins and often have less directional coherence than viewing and shadow rays. Since the primary advantage of ray tracing over rasterization is the computation of global effects, such as accurate reflection and refraction, this lack of knowledge should be corrected. We are also interested in exploring whether distribution ray tracing, due to its stochastic properties, further erodes the effectiveness of techniques used to accelerate ray casting. This paper addresses the question of whether packet-based ray tracing algorithms can be effectively used for more than visibility computation. We show that by choosing an appropriate data structure and a suitable packet assembly algorithm we can extend the idea of "packets" from ray casting to Whitted-style and distribution ray tracing, while maintaining efficiency.