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  1. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware (HWWS '02)
  2. The ray engine
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Adaptive texture maps
SaarCOR: a hardware architecture for ray tracing
Shader metaprogramming
Low latency photon mapping using block hashing
High-quality unstructured volume rendering on the PC platform
Resample hardware for 3D graphics
The ray engine
Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware
Interactive rendering of atmospheric scattering effects using graphics hardware
Dependency graph scheduling in a volumetric ray tracing architecture
Comparing Reyes and OpenGL on a stream architecture
Efficient rendering of spatial bi-directional reflectance distribution functions
Physically-based visual simulation on graphics hardware
VIZARD II: a reconfigurable interactive volume rendering system

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The ray engine

Content Provider ACM Digital Library
Author Hall, Jesse D. Carr, Nathan A. Hart, John C.
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.
Starting Page 37
Ending Page 46
Page Count 10
File Format PDF
ISBN 1581135807
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2002-09-01
Publisher Place Goslar
Access Restriction Subscribed
Subject Keyword Ray coherence Ray tracing Ray classification Hardware acceleration Pixel shaders Ray caching
Content Type Text
Resource Type Article
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