In this paper, we present a new algorithm for interactive rendering of animated scenes with Whitted Ray-Tracing, running on the GPU. We focus our attention on the secondary rays (the rays generated by one or more bounces on specular objects), and use the GPU rasterizer for primary rays. Our algorithm is based on a ray-space hierarchy, allowing us to handle truly dynamic scenes without the need to rebuild or update the scene hierarchy. The ray- space hierarchy is entirely built on the GPU for every frame, using a very fast process. Traversing the ray-space hierarchy is also done on the GPU; one of the benefits of using a ray-space hierarchy is that we have a single shader, and a fixed number of passes. After traversing each level of the hier...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
Part 8: Tools and Methods IInternational audienceRendering in 3D games typically uses rasterization ...
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynami...
International audienceIn this paper, we present a new algorithm for interactive rendering of animate...
Interactive ray tracing of non-trivial scenes is just becoming feasible on single graphics processin...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow ...
interactive ray tracing has become a reality, although mainly by using clustered workstations and so...
Abstract Ray tracing is a dominant method for gener-ating a wide variety of global illumination effe...
We present a comparative study of ray tracing algorithms implemented on a GPU for three published pa...
Rendering methods based on ray tracing provide high image realism, but have been historically regard...
In this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transf...
This thesis describes efficient rendering algorithms based on ray tracing, and the application of th...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
Part 8: Tools and Methods IInternational audienceRendering in 3D games typically uses rasterization ...
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynami...
International audienceIn this paper, we present a new algorithm for interactive rendering of animate...
Interactive ray tracing of non-trivial scenes is just becoming feasible on single graphics processin...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
Despite the superior image quality generated by ray tracing, programmers of time-critical applicatio...
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow ...
interactive ray tracing has become a reality, although mainly by using clustered workstations and so...
Abstract Ray tracing is a dominant method for gener-ating a wide variety of global illumination effe...
We present a comparative study of ray tracing algorithms implemented on a GPU for three published pa...
Rendering methods based on ray tracing provide high image realism, but have been historically regard...
In this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transf...
This thesis describes efficient rendering algorithms based on ray tracing, and the application of th...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
Part 8: Tools and Methods IInternational audienceRendering in 3D games typically uses rasterization ...
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynami...