The ray engine
Nathan A. Carr,Jesse D. Hall,John Hart +2 more
- 01 Sep 2002
- pp 37-46
TL;DR: 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.
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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.
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Citations
•Proceedings Article
A Survey of General-Purpose Computation on Graphics Hardware.
John D. Owens,David Luebke,Naga K. Govindaraju,Mark J. Harris,Jens Krüger,Aaron Lefohn,Timothy John Purcell +6 more
- 01 Jan 2005
TL;DR: The techniques used in mapping general-purpose computation to graphics hardware will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques.
2.1K
Brook for GPUs: stream computing on graphics hardware
Ian Buck,Tim Foley,Daniel Reiter Horn,Jeremy Sugerman,Kayvon Fatahalian,Mike Houston,Pat Hanrahan +6 more
- 01 Aug 2004
TL;DR: This paper presents Brook for GPUs, a system for general-purpose computation on programmable graphics hardware that abstracts and virtualizes many aspects of graphics hardware, and presents an analysis of the effectiveness of the GPU as a compute engine compared to the CPU.
Real-time KD-tree construction on graphics hardware
Kun Zhou,Qiming Hou,Rui Wang,Baining Guo +3 more
- 01 Dec 2008
TL;DR: This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction by developing a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs.
GPU Cluster for High Performance Computing
Zhe Fan,Feng Qiu,Arie E. Kaufman,Suzanne Yoakum-Stover +3 more
- 06 Nov 2004
TL;DR: A parallel flow simulation using the lattice Boltzmann model (LBM) on a GPU cluster and the dispersion of airborne contaminants in the Times Square area of New York City are simulated.
519
Fast BVH Construction on GPUs
TL;DR: Preliminary results show that current GPU architectures can compete with CPU implementations of hierarchy construction running on multicore systems and can construct hierarchies of models with up to several million triangles and use them for fast ray tracing or other applications.
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