The ray engine

Nathan A. Carr, Jesse D. Hall, John C Hart

Research output: Contribution to conferencePaper

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 languageEnglish (US)
Pages37-46
Number of pages10
StatePublished - Dec 1 2002
EventGraphics hardware 2002 - Saarbrucken, Germany
Duration: Sep 1 2002Sep 2 2002

Other

OtherGraphics hardware 2002
CountryGermany
CitySaarbrucken
Period9/1/029/2/02

Keywords

  • Hardware acceleration
  • Pixel shaders
  • Ray caching
  • Ray classification
  • Ray coherence
  • Ray tracing

ASJC Scopus subject areas

  • Hardware and Architecture
  • Computer Science Applications

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  • Cite this

    Carr, N. A., Hall, J. D., & Hart, J. C. (2002). The ray engine. 37-46. Paper presented at Graphics hardware 2002, Saarbrucken, Germany.