We discuss the mapping of elementary ray tracing operations-acceleration structure traversal and primitive intersection--onto wide SIMD/SIMT machines. Our focus is on NVIDIA GPUs,...
A major factor for the efficiency of ray tracing is the use of good acceleration structures. Recently, bounding volume hierarchies (BVHs) have become the preferred acceleration st...
Stefan Popov, Iliyan Georgiev, Rossen Dimov, Phili...
Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. We design and analyze the costs of three alternative data-parallel algorithms for ra...
Kayvon Fatahalian, Edward Luong, Solomon Boulos, K...
The latest generation of graphics hardware provides direct access to multisample anti-aliasing (MSAA) rendering data. By taking advantage of these existing pixel subsample values,...
Konstantine Iourcha, Jason C. Yang, Andrew Pomiano...
Ray tracing has long been considered to be superior to rasterization because its ability to trace arbitrary rays, allowing it to simulate virtually any physical light transport ef...
Monte Carlo ray tracing remains a simple and elegant method for generating robust shadows. This approach, however, is often hampered by the time needed to evaluate the numerous sh...
High fidelity rendering via ray tracing requires tracing incoherent rays for global illumination and other secondary effects. Recent research show that the performance benefits fr...
A low-level graphics processor is assembled from a collection of hardwired functions of screen coordinates embedded directly in the display. Configuration of these functions is co...
Turner Whitted, James T. Kajiya, Erik Ruf, Ray Bit...