The Hierarchical Ray Engine
Date issued
2006
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Due to the success of texture based approaches, ray casting has lately been confined to performing
preprocessing in realtime applications. Though GPU based ray casting implementations outperform the CPU now, they either do not scale well for higher primitive counts, or require the costly
construction of spatial hierarchies. We present an improved algorithm based on the Ray Engine
approach, which builds a hierarchy of rays instead of objects, completely on the graphics card.
Exploiting the coherence between rays when displaying refractive objects or computing caustics,
realtime frame rates are achieved without preprocessing. Thus, the method fills a gap in the
realtime rendering repertoire.
Description
Subject(s)
sledování paprsku, programování grafických procesorů
Citation
WSCG '2006: Full Papers Proceedings: The 14-th international Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006: University of West Bohemia, Plzen, Czech Republic, January 31 – February 2, 2006, p. 249-256.