The Ray Engine

dc.contributor.authorCarr, Nathan A.en_US
dc.contributor.authorHall, Jesse D.en_US
dc.contributor.authorHart, John C.en_US
dc.contributor.editorThomas Ertl and Wolfgang Heidrich and Michael Doggetten_US
dc.date.accessioned2013-10-28T10:00:20Z
dc.date.available2013-10-28T10:00:20Z
dc.date.issued2002en_US
dc.description.abstractAssisted 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.en_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US
dc.identifier.isbn1-58113-580-1en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH02/037-046en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.titleThe Ray Engineen_US
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