The Ray Engine
View/ Open
Date
2002Author
Carr, Nathan A.
Hall, Jesse D.
Hart, John C.
Metadata
Show full item recordAbstract
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.
BibTeX
@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}
}
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}
}