The Ray Engine
Nathan A. Carr, Jesse D. Hall, John C. Hart
Graphics Hardware, 2002, pp. 37--46.
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.
Article URL: http://diglib.eg.org/EG/DL/WS/EGGH/EGGH02/037-046.pdf
BibTeX format:
@inproceedings{Carr:2002:TRE,
  author = {Nathan A. Carr and Jesse D. Hall and John C. Hart},
  title = {The Ray Engine},
  booktitle = {Graphics Hardware},
  pages = {37--46},
  year = {2002},
}
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