The Ray Engine
dc.contributor.author | Carr, Nathan A. | en_US |
dc.contributor.author | Hall, Jesse D. | en_US |
dc.contributor.author | Hart, John C. | en_US |
dc.contributor.editor | Thomas Ertl and Wolfgang Heidrich and Michael Doggett | en_US |
dc.date.accessioned | 2013-10-28T10:00:20Z | |
dc.date.available | 2013-10-28T10:00:20Z | |
dc.date.issued | 2002 | en_US |
dc.description.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. | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |
dc.identifier.isbn | 1-58113-580-1 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGGH/EGGH02/037-046 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.title | The Ray Engine | en_US |