The Ray Engine

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Date
2002
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray tracing. We are closing this gap with the implementation of ray-triangle intersection as a pixel shader on existing hardware. This GPU ray-intersection implementation reconfigures the geometry engine into a ray engine that efficiently intersects caches of rays for a wide variety of host-based rendering tasks, including ray tracing, path tracing, form factor computation, photon mapping, subsurface scattering and general visibility processing.
Description

        
@inproceedings{
:10.2312/EGGH/EGGH02/037-046
, booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware
}, editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
The Ray Engine
}}, author = {
Carr, Nathan A.
and
Hall, Jesse D.
and
Hart, John C.
}, year = {
2002
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3471
}, ISBN = {
1-58113-580-1
}, DOI = {
/10.2312/EGGH/EGGH02/037-046
} }
Citation