Hardware Challenges for Ray Tracing and Radiosity Algorithms
Frederik W. Jansen, Arjan J. F. Kok, Theo Verelst
Eurographics Workshop on Graphics Hardware, 1992, pp. 123--134.
Abstract: Computer graphics algorithms and graphics hardware have mainly been developed along two lines: real-time display and realistic display. Real-time display has been achieved by developing dedicated hardware for projective, depth-buffer display algorithms.Increased realism has been achieved by ray tracing and radiosity algorithms, which generally are implemented on standard workstations because the complexity of the computation makes it difficult to implement these algorithms in hardware. Inthis paper we review these different approaches and discuss the feasibility of usingspecial hardware to enhance the radiosity and ray tracing computation. In particularwe will explore the use of the intersection of a frustrum of rays with patches in a scene as a basic computational primitive for these algorithms and their implementation in hardware.
Article URL: http://diglib.eg.org/EG/DL/WS/EGGH/EGGH92/123-134.pdf
BibTeX format:
@inproceedings{Jansen:1992:HCF,
  author = {Frederik W. Jansen and Arjan J. F. Kok and Theo Verelst},
  title = {Hardware Challenges for Ray Tracing and Radiosity Algorithms},
  booktitle = {Eurographics Workshop on Graphics Hardware},
  pages = {123--134},
  year = {1992},
}
Search for more articles by Frederik W. Jansen.
Search for more articles by Arjan J. F. Kok.
Search for more articles by Theo Verelst.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."