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.
@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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