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-integration 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.
Original language | English (US) |
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Pages | 37-46 |
Number of pages | 10 |
State | Published - 2002 |
Event | Graphics hardware 2002 - Saarbrucken, Germany Duration: Sep 1 2002 → Sep 2 2002 |
Other
Other | Graphics hardware 2002 |
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Country/Territory | Germany |
City | Saarbrucken |
Period | 9/1/02 → 9/2/02 |
Keywords
- Hardware acceleration
- Pixel shaders
- Ray caching
- Ray classification
- Ray coherence
- Ray tracing
ASJC Scopus subject areas
- Hardware and Architecture
- Computer Science Applications